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I didn't know they reversed it & possessed demons never really bothered me to be honest.
Haha, that's funny. Yes, it's largely the same level it was at release. The worst sins were commited in the first sections of UAC Atlantica and they changed all of it back a long time ago.
Ah fair enough, it's been a while since i played TAG 1 as i stopped after completing it on UN, i'll have to boot it up & give it a spin.
I agree in every single thing
Now that I think of it, I do too mostly. I have no problem with spirits but I really don't like the boss fight. In fact if I play the last level I quit before that most of the time. I do like blood swamps, although I'm not a fan of environmental hazards and fog, but both final arenas are great. The box fight, not so much. Atlantica is fantastic and has become my most replayed level. 10/10, absolutely.
I don't think spirits are a mistake. They are a great way to shake things up because it causes pressure of killing the spirit before it can possess a new host. I agree that the Trial of Maligog is boring. I don't like fighting floating boxes. I was hoping that we fought Maligog itself.
I'm still confused regarding the term artificial difficulty.
the enviromental hazards are fine as long as they are not placed literally everywhere like in that one swamp arena (also with fog) in the blood swamps. well thats what it appeared like to me. they're fine if they're not spammed everywhere and can be used to your advantage, like dealing damage or killing enemies. from what i remember, you cant use what appears to be basically explosive bio barrels in the blood swamps to damage or kill demons. now imagine there're a ton of these around and you cant see more than two feet in front of you. and also the bio barrels respawn infinitely unlike the metal ones.
now, what the fog does is limit your vision. you cant see much of what's in front of you. that means you now have a handicap. by definition, it is a handicap. you are at a complete disadvantage. this doesnt make encounters more difficult either.all that you need to do to get through such encounters is moving around for longer than you normally would, pressing M1 more times than normal, and holding down M1 more than normal.
as you wont be able to see well, you're forced to move around in every direction you can. even into what might be corners and dead ends that only result in you being gangbanged from behind. and as we all know, rule number one in D:E is to never stand still. you will die if you try to turtle up and play defensively, which would be the preferred method of play in situations like these.
as you wont be able to see properly, you will have to rely on simply assuming that you saw a demon in the fog and fire away. even if you see a demon, if it returns into the fog and disappears from your pov, you will either have to keep firing or stop firing and focus on moving elsewhere or shooting other demons should they be viewable. this can result in wasted ammo, but its not a huge deal as you effectively have infinite ammo in the game via the chainsaw anyway. you dont have to play better to beat fog encounters. you just have to move around with no direction and shoot in every direction just because yout thought you saw a demon. this isn't difficult, it's just making the encounter take longer to beat. again, a literal handicap is being forced unto me. i might as well just wear glasses with strength that goes all the way up to heaven. or if i needed glasses, i'd just take them off or my contacts out.
spirits that possess demons turn them into bullet sponges and increase their movement and attack speed like the summoned demons from the archvile. except the archvile only increases their movement and attack speed. increased movement and attack speed is fine as it actually has an impact on your play. your current performance may be too slow to keep up with the increased movement and attack speed of the possessed and summoned demons. this makes you have to be quicker with buttons, move around faster, and potentially even shoot faster if its possible (quickswitching, though its not required) and aim better if you want to kill them faster to increase your survivability.
bullet sponges, on the other hand, simply either have a lot more hp than other enemies, increased damage resistances, or both. im pretty sure possessed demons only have increased dmg resistances towards the slayer's weapons, most of the possessed demons receiving a flat +60% or even way more dmg resistance towards most weapons. the best strat for dealing with possessed demons is literally lock on rockets and micro missiles as they are the weapons possessed demons are the least resistant to.
since bullet sponge enemies only have more hp or more dmg resistances or both, what is required of you to beat them is to simply either press M1 more times than you normally would or hold down M1 for longer than you normally would. thats not difficult, that just takes more time. you dont need to move around more efficiently, you dont need to be more aware of your surroundings, you dont need to aim better, you dont need to lock in, you simply just have to spend more time in the killing process. that's not to say devs can't use bullet sponges, the only problem is when they become an integral part of a game's difficulty (warframe e.g.) or when they appear somewhat commonly alongside regular enemies. though the spirit turns these regular enemies into bullet sponges. they dont transform into some amalgamation or anything, the demons stay in their bodies.
this is just how i feel about it though. i think bullet sponges should be used sparingly in games. preferably only in narrative driven contexts, like certain enemies whose designs are to be huge, their 'lore', so to speak, explaining properly why they are so huge, making it believable that this big bad guy youre fighting can be the size that they are and can eat so many bullets and hits. from what i read in the codex, i dont feel like im given any feasible explanation as to why spirits can turn demons into walls of stacked obsidian. the only reason they can make demons so incredibly tough is "RAGE RAGE WE HATE THE SLAYER".
here's a link to show the damage resistances that spirits imbue their hosts. https://www.youtube.com/watch?v=dDdZBSP-yNM
youre obviously gonna have to dodge attacks no matter what, you will die if you dont after all. so i feel like thats a given. i also dont believe that the whole consistency holds weight. theres no added probability of slipping up if you ask me. its the exact same all the time. at least for me.
the saving the game part doesnt matter if you ask me. what matters is fighting the demons being harder or not. their A.I. being better and smarter as one thing. being able to save progress is irrelevant, it doesnt force me to play better. you just have to perform, thats all it requires of you
If it’s a dynamic and fast AI with many attacks which you need to avoid while also dealing with other monsters, then yeah, it’s harder if it has more health and you have to engage with it longer, unless you’re a god of video games who never breaks concentration.