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I have the very same feeling. I exclusively play this game G4, but the dual bosses in G4 feel nearly impossible to beat. There is too much unavoidable damage going on, which you can probably afford afford on standard, but not on G4. Especially since the fight takes so long because of the insane amount of health they have.
The most unfair attack I've seen so far is the double diggies doing those red energy ball spam at the same time. Also agree with uncle Jim doing the Laser is unfair since the only way to dodge it is to get underneath him, which is also nearly impossible without getting hit by anything else.
Solutions:
- Arenas at least twice as large. This would solve most of the balancing issues ing G4.
- Get rid of the shared health bar. Let us focus down 1 boss. A shared healthbar is already a lame and lazy design choice in general.
- Let at least the first (and maybe also the second) boss encounter be a normal one, so we have the chance to set up a build.
Honestly, you nailed it. For most things at least; I don't agree with all your issue on all the bosses (some of those duos were pretty, for me at least) but it would be much better if the bosses didn't both spam attacks like crazy. That's my main issue.
The already restrictved movesets they got kinda take the fun out of it, so spamming the same attacks again and again ? This is not enjoyable.
There's nothing funny about having to dodge the same ability every 1s and leaving no room for you to strike back.
Wow don't know how I never noticed that before. Thanks for the info.
This is such a missed opportunity to push the bounds of what a class can do. But with the whole Duo Bosses not being thought out on any difficulty past Discovery, it's not really much of a surprise.
Bosses. They definetly were not tested. On half of them ricochet and multi hit do not work - this means dat it is one hitbox, not 2 diffirent bosses. Also - 1 hp pool? really!? What reason for 2 bosses then? Did devs were in cave last 15 years? Darksouls showed how Ornshtein and Smauf should be done in 2011!!!
Also i do not get lvl 25 cap. it is endless. Thus let us get at least all perks, not like you have more than 7 working at best.
Money simply non existing in this mode - 8 coins from map, on hard on S rank is a jocke - i can start buying stuff only at lvl 25 gun! And then.... i alwasys have some ♥♥♥♥ like +2 to price or so! WTF?! Why on lvl 25 endless i have less items than in regular run lvl 12? Like half items? And why there are "secret" zones only every 2 levels? Are you really so ♥♥♥♥♥♥♥ scared of us being able to grab "pogojump area +5% in moonless night friday 13!" scrap, dat is 90% of loot in this game anyway?
Also it is can be me, but wtf with weapon drop rate in endless? I got like 1-2 chainsows mostly every level and same for knifes, bows, melee gloves and other unplayable ♥♥♥♥ like pans. And i never see a single heavy weapon - no minigun, no turret, no cannons! I saw bazooka 1 time in 4 runs! ONE TIME!
Good luck though if you get Diggy + Iris p2 at the very beginning, oh the joy I felt when I got massacred while lacking any good movement options aside from a hook that has cooldown and abusing pogo-stick only to lose terribly anyways. Not my play style either, I hate being reliant on gadgets and rather just zoom around by sliding or use my jetpack.
Early-game sucks due to lack of powercells or good perks, Late-game sucks even more once game just slams a punishing to your playstyle singularity that makes some rather fun builds completely unviable and at that point may as well just forfeit the run completely because you'll be massively at an disadvantage, permanently. I mean come on, -1.75s jetpack duration when it's only thing keeping me alive on boss stages... just yikes.
Speaking more about bosses, I was appaled that bursting 50% damage to any of them doesn't just... get rid of one of them. Why? Why not make it a split HP pool where one boss permanently goes down during a fight so you can make it easier for yourself, it just feels like a giant middle finger at times. I also don't understand the logic where hitting one boss roughly amounts to killing both of them once health bar runs out.
I suppose it wasn't tested much, especially considering that Endless is not really Endless (as expected, coding limits) and it seemingly breaks after 256 levels... granted they probably didn't expect anyone to get that far and it's probably impossible to go higher the more you crank the difficulty anyways. Would argue that reaching 20 on G4 seems like a feat in it's own.