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Post by Goobsausage on Aug 9, 2015 14:51:54 GMT -6
The third option feels the best. I like the idea of bosses being unique and not just stronger versions of normal enemies, but at the same time I don't want them to be just health sponges and feel long or boring.
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Post by Dengojin on Jan 30, 2016 21:04:33 GMT -6
Hello everyone, I hope everyone is doing great!
while I was replaying one of my favourite games ( Kingdom hearts 2.5 Remix ) it actually came to my mind that.. will we ever see some super bosses in Bloodstained ?
you know.. optional bosses been always there in almost all of the IGAVANIA games like: Legion from CoD, The forgotten one from LoI, Jiang Shi from OOE etc... but to be honest they felt like normal bosses (difficulty and reward wise)
so I would love to see the optional bosses in Bloodstained to be completely hard and rewarding I know that IGA said "his" boss battle won't be hard, but please don't do the same for all the optional bosses let them have 1 million HP and insane difficulty ..very good drops, and Trophies/Achievements too
P.S IGA Hard mode would be fun xD
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Post by Net Spectre on Jan 31, 2016 2:30:07 GMT -6
I want to fight Bismark Kappa III. Despite the fact that he is an Anachronism Stew (which I'm ready to accept as long as he is optional\hidden).
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Post by Silver6986 on Jan 31, 2016 7:41:11 GMT -6
Yeah, I'd be up for some insane boss battles, not sure why but reading your post reminded me of when I took on Emerald and Ruby from FFVII back when it first came out. I don't recall the internet really being a mainstream thing back then and you couldn't access all the various methods to defeat them so it was a painful slog. I'm not advocating something as monotonous as those battles, but yes a huge spike in difficulty is welcome on a few select boss battles in mine eyes :-P
To hell with ruining the difficulty paradigm leading up to the eventual final boss haha!
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Post by Astaroth on Jan 31, 2016 10:45:03 GMT -6
all hail bismark kappa III >P
and if you beat him, you either get a red blue green or pink jacket that absorb different sets of elements and makes items drop more often >P
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Post by Dvv on Jan 31, 2016 12:14:00 GMT -6
I want to fight Bismark Kappa III. Agreed
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Post by Dengojin on Jan 31, 2016 15:26:18 GMT -6
Bismark Kappa III would be fun, just remove the Gatling gun and it will be perfect for the game era
The Gatling gun was designed in 1861 and the game plot is expected to be set sometime in late 1700s
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Post by Astaroth on Jan 31, 2016 21:19:02 GMT -6
why not a twisted mass of tentacles held in place by iron bands that fire little thorns at you rapidly? >P
one of his forms could be that he breaks the bands and now this wiggling mass fires in a cone or extends to try and grab you and squeeze the life out of you
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Post by Dengojin on Feb 1, 2016 4:14:26 GMT -6
Tentacles are eventually there xD
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Post by Kaius on Feb 1, 2016 5:10:14 GMT -6
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Post by Dengojin on Feb 1, 2016 15:22:34 GMT -6
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Post by stoltzy92 on Feb 1, 2016 16:23:38 GMT -6
I guess the kind of boss I would want to be a super boss would be the kind where even with some of the most broken setups of the game you would still have a bit of a challenge to get through the fight
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Post by Dengojin on Feb 1, 2016 16:50:28 GMT -6
I guess the kind of boss I would want to be a super boss would be the kind where even with some of the most broken setups of the game you would still have a bit of a challenge to get through the fight yeah.. that's totally what I mean !
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Post by allooutrick on Feb 2, 2016 11:37:03 GMT -6
I would love to see something similar to what Star Ocean 3 and 4 did. That is having optional / unlockable areas where enemies start of at an end game level of difficulty and strength and by the time you beat those areas you're able to wipe out the final boss easily. Assuming that the max level won't be reached by the time most players beat the game this can help completionists reach 100% for levels and items. Tying into there being an insanely hard secret boss of course.
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Post by illasera on Feb 3, 2016 16:00:27 GMT -6
When it comes to boss(es) challenge, although there is a massive improvement in Order of Ecclesia. There are some bosses in the igavania series that are super awesome but are really lacking in the "one more attack" department. "one more attack" that keeps players on their toes during the entire fight, More than that, When lacking the extra attack, usually the player will spend his time getting free hits on the boss without worrying too much (But you can see when its desirable and when its a result of poor planning) Few examples will be : Succubus (SoTN), That spams 1 attack most of the time, and easy to get stuck in a loop. Puppet master (dawn of sorrow), that spawns dolls and a vodoo doll that you need to destroy. But most of the time , you can just get free hits while he won't do much. Zephyr (dawn of sorrow), Now this guy is cool, but attack patterns are easy to predict and even EASIER To cancel. TL:DR , almost all the bosses are great, yet i feel like some bosses are considered imho as "missed opportunities" because they are just lacking in that one more attack that will make them more challenging. And the list goes on (If you want more references, check out : "The Bosses Of Castlevania" on youtube by a guy named "Cloud8745" So, my suggestion is : Get another attack going for bloodstained bosses and less "dead time" between the attacks. I am not sure if this topic should be in "game feature suggestions" but i couldn't really find a more fitting place for it.
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Post by saberwolf94 on Feb 3, 2016 16:06:43 GMT -6
Reading this I just thought of Rondo of Blood, maybe it's a good idea for them to add the final attack before they die thing when you kill them.
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Post by lai on Feb 3, 2016 21:00:28 GMT -6
When it comes to boss(es) challenge, although there is a massive improvement in Order of Ecclesia. There are some bosses in the igavania series that are super awesome but are really lacking in the "one more attack" department. "one more attack" that keeps players on their toes during the entire fight, More than that, When lacking the extra attack, usually the player will spend his time getting free hits on the boss without worrying too much (But you can see when its desirable and when its a result of poor planning) Few examples will be : Succubus (SoTN), That spams 1 attack most of the time, and easy to get stuck in a loop. Puppet master (dawn of sorrow), that spawns dolls and a vodoo doll that you need to destroy. But most of the time , you can just get free hits while he won't do much. Zephyr (dawn of sorrow), Now this guy is cool, but attack patterns are easy to predict and even EASIER To cancel. TL:DR , almost all the bosses are great, yet i feel like some bosses are considered imho as "missed opportunities" because they are just lacking in that one more attack that will make them more challenging. And the list goes on (If you want more references, check out : "The Bosses Of Castlevania" on youtube by a guy named "Cloud8745" So, my suggestion is : Get another attack going for bloodstained bosses and less "dead time" between the attacks. I am not sure if this topic should be in "game feature suggestions" but i couldn't really find a more fitting place for it. I think what you are going for is a "punishment for being an idiot"(PBI) maneuver. A (PBI) is something that let's bosses get a free, usually powerful, attack on the player for being too agressive and not thinking the fight out. A few examples (All OOE): - Goliath's and Giant Skeleton's crouch, both fake you out and will land a heavy hit on you if you think you can just wail on them.
- Gravedorcus' gas/spiky balls mix-up, be too close, get gassed, nearly unavoidable.
And the best example: - Rusalka's tidal wave, Going ham? hope there's a moai nearby if you left any standing.
EDIT:
It's things like these naturally incorporated into a bosses moveset that makes them interesting IMO, I actually have to think as I fight them instead of mindlessly wailing on them.
I do not think that having less dead time between attacks and a large move-list is the way to go, but rather powerful attacks with more subtle clues on how to avoid them (Rusalka comes to mind). You're also right that yes, a lot of iga's bosses lack PBI, making them too easy to just rush down and swing indiscriminately.
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Post by GenericSoda on Feb 6, 2016 16:15:28 GMT -6
Ok so I've got a mouthful about boss fights.
First and foremost, I think most every Castlevania bosses are pretty much perfect. They are designed to just be attacked over and over without wonky gimmicks that detract from the battle. That's what they do. That's what they're good at.
The absolute most frustrating bosses I can think of are puzzle bosses or bosses that have a gimmick to them; Either the gimmick goes off perfectly and there's no challenge at all, or they refuse to cooperate with getting the gimmick to work and it's a frustrating mess; damned if it works, damned if it doesn't. Additionally, it seems like EVERY action schlock game that's not Castlevania (Gergoth does it ONCE, but it's fine) has a boss that gets stuck/bashes their heads into a wall and are stunned/have their weak point revealed. There's no skill to it, it's either dodge so you can attack them or never be able to attack them ever. Also the Ocarina of Time formula of "use item to stun, follow up with attacks" is pretty bad. They're both pet peeves of mine and the only game I've really seen the former done convincingly in is Shadow of the Colossus.
I don't see the point in putting in a really gimmick that the fight revolves around when fantastic bosses like Blackmore exist; the first time I fought him he did so much damage and attacked at such a pace that I was convinced I needed to go through with some kind of gimmick to make him weaker or lessen the frequency of his attacks, but nope, he just hits like a truck and by god you're going to fight him over and over until you figure him out. And you know what, that victory felt AWESOME. I earned that win super hard, and if I'd had to do some kind of dumb gimmick to get around him, I wouldn't have felt nearly as satisfied in the end.
That's not to say bosses with puzzle elements aren't bad: The Wallmaster and Eligor from the same game have puzzle elements like figuring out the safe spot in his attacks and slowly taking away Eligor's ability to attack before scaling him respectively, but they're both based around thinking intelligently within the boundaries of their attack methods. The Puppetmaster is fine because his doll attack is designed to work present an obstacle for you to work through while he prepares his very slow swapping attack. At the end of the day, gimmicks are completely unnecessary because making an enemy with an attack pattern that you have to figure out and work with is way more satisfying than any 3D Zelda boss. Except for Goht. Goht is awesome.
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Post by Kaius on Feb 10, 2016 7:18:39 GMT -6
Both is okay ! Variety is important. If you have the exact same pattern each time for each boss (learn their moves, dodge and strike until you kill them), I feel it will get boring quickly. Some bosses should be less tanky and more powerful in terms of damage, making the fight more stressful. On the contrary, you could make a non-fighter boss type where you'll have to solve enigma to know where is their weakness.
I like the Arena in SOTN. It felt like you were on a trial. Also liked the giant brain boss (who was pretty disgusting by the way). A classic boss fight is good for the first and the last boss (which would have several boss phases eventually I guess).
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Post by Maker on Feb 11, 2016 11:12:46 GMT -6
I have to check me in on this because of CV:HD s puppet master and my obsession with Julius.
Puppet master was a severe pain solo but rewarding once you got to the point you knew what you needed to do to deal with him and stacked enough DPS or trickery (omina vanitas etc: ) to bypass the maidens. Bosses like that are fantastic when held up and presented correctly. Despite CV:HD having mostly crap bosses (everyone that isn't pup, beezlebub, or ... hell I forget the names. Stage sevens boss and the last dlc retro boss from the fuma stage.
I'm not saying copy any of these but that's some kind of idea what to expect.
Also while a little off topic consider with CV:HD that there were several movement glitches that never got fixed. Johnathan long jump and wall glitch etc. If things like that happen to show up I really hope they don't get patched out. It made certain situations in the game much more fun using johns glitch to bypass or otherwise traverse the stage and things like anchor points for shanoas magnets and Julius whip were nice somewhat skill based things that added greatly to routes and boss fights in some cases.
Also berserker mail (fall mail) is a must.
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