Shady C
Green Slime
Preface: I've only played this game on Hard Mode, co-op with 1 friend (2 players total).
The problem I'm about to describe is a problem that seems to exponentially grow as you progress through Story Mode, peaking at Winter, and then seemingly fine for the Trio and the Mushroom. (Am I forgetting a fight?)
Boss fight mechanics are pretty fun. They add a good challenge, give an element beyond "tank & spanking" a health bar, and function well enough for the most part.
But that's actually my problem. "For the most part."
While playing through the game's areas, we would often get carried away trying new skills & stuff on the endlessly-spawning enemies. We'd gain levels until our experience gain was basically hard-capped for the area. I declare this statement to illustrate the fact that we can rule out "being underleveled" as a cause for anything at all.
Our first handful of boss fights were extremely challenging, but in the "right" way. For example, GUN-D4M. After each individual failed attempt - and there were MANY total - we clearly knew that we were dying because we had yet to perfect the execution of the battle. Each hit was a mistake, whether immediate or a lack of preventative measures, or et cetera, whatever. And when we beat it, it was like, "YES, finally, we had a good enough performance to win!"
But this effect was dwindling as we moved on. At least for me. By the time we got to Hydras, something else was taking place. The fight had its mechanic, and we had to figure out patterns and whatnot, but there was also a little bit of a quirk going on. Certain things had RNG to them. Like when a Hydra would start raising its head. Sometimes delayed, sometimes not. Very rarely, the active season Hydra would headbutt. A welcome change, but just another RNG example.
Well, there would be certain occasions that would arise. Aside from sometimes being able to have a spore projectile hit a Hydra head, you'd otherwise have to shield them. But the problem came when the spore would be timed in a way where it would hit you if you moved away from a headbutt, but that headbutt would crush you if you blocked the spore. Yes, I know you can do preventative things for this, but honestly? Not always. Sometimes you would just... be forced to take free damage. The underlining point for this entire thread.
We beat the Hydra. But by that time, I could feel the mixed feelings. There was a slight taste of the satisfaction from beating Gundam, like, "we did it! We had the well-executed run!" But that was much fainter now. The predominant feeling I had was the one that I feel underlines the next boss fight.
Winter is the shining example of this "free damage" issue that I have. Good lord, I despise this guy more than anything in this game. I get all his mechanics. I get what I'm supposed to do, blah blah blah. I get it.
But this guy has so much crap going on, that you'd be crazy to think there's not gonna be cases of free damage all over the place.
Sometimes, his 5x ice spike attack can literally leave you with no floor space. Just by itself, let alone mixing in either blizzard winds, or snowball fists.
Sometimes, during vertical & horizontal blizzards, the snowballs will actually push you out into the blizzard, and/or cover up the whole safe square you're supposed to be inside, and you have nowhere to go.
Sometimes this, sometimes that. Sometimes a lot of things. Sure, I get hit by something that makes me mad, but I'll also know I could have avoided it in some way. But I also know when I had no safe place to step on, or when I couldn't get to something in time (usually due to ice spikes) before the blizzard takes away 100+ HP within less than 1 second (at ~20 a tick, even).
Winter became something different for me. Opposite end of the spectrum as Gundam. He has a tiny bit of, "I need to perfect my performance." But he has a lot bit of, "I need to grind out attempts until I get one where there is minimal free damage setups on me. Only then can I have a chance to win, if I also play it really well."
Because Hard Mode boss fights feel like they just have a big ol' health bar, and the challenge for you is how long you can endure "bullet hell". Each boss seemed like their health was getting bigger and bigger, thus giving more and more windows of opportunity for free damage setups to randomly show up. That's where the increased difficulty seemed to be rooted... rather than increasingly difficult/complicated mechanics.
That's basically the TLDR.
Due to the "improperly" scaling health bars of Hard Mode bosses, fights become more & more about "free damage" windows, and hoping your run has a lower amount of them rather than a higher amount.
The problem I'm about to describe is a problem that seems to exponentially grow as you progress through Story Mode, peaking at Winter, and then seemingly fine for the Trio and the Mushroom. (Am I forgetting a fight?)
Boss fight mechanics are pretty fun. They add a good challenge, give an element beyond "tank & spanking" a health bar, and function well enough for the most part.
But that's actually my problem. "For the most part."
While playing through the game's areas, we would often get carried away trying new skills & stuff on the endlessly-spawning enemies. We'd gain levels until our experience gain was basically hard-capped for the area. I declare this statement to illustrate the fact that we can rule out "being underleveled" as a cause for anything at all.
Our first handful of boss fights were extremely challenging, but in the "right" way. For example, GUN-D4M. After each individual failed attempt - and there were MANY total - we clearly knew that we were dying because we had yet to perfect the execution of the battle. Each hit was a mistake, whether immediate or a lack of preventative measures, or et cetera, whatever. And when we beat it, it was like, "YES, finally, we had a good enough performance to win!"
But this effect was dwindling as we moved on. At least for me. By the time we got to Hydras, something else was taking place. The fight had its mechanic, and we had to figure out patterns and whatnot, but there was also a little bit of a quirk going on. Certain things had RNG to them. Like when a Hydra would start raising its head. Sometimes delayed, sometimes not. Very rarely, the active season Hydra would headbutt. A welcome change, but just another RNG example.
Well, there would be certain occasions that would arise. Aside from sometimes being able to have a spore projectile hit a Hydra head, you'd otherwise have to shield them. But the problem came when the spore would be timed in a way where it would hit you if you moved away from a headbutt, but that headbutt would crush you if you blocked the spore. Yes, I know you can do preventative things for this, but honestly? Not always. Sometimes you would just... be forced to take free damage. The underlining point for this entire thread.
We beat the Hydra. But by that time, I could feel the mixed feelings. There was a slight taste of the satisfaction from beating Gundam, like, "we did it! We had the well-executed run!" But that was much fainter now. The predominant feeling I had was the one that I feel underlines the next boss fight.
Winter is the shining example of this "free damage" issue that I have. Good lord, I despise this guy more than anything in this game. I get all his mechanics. I get what I'm supposed to do, blah blah blah. I get it.
But this guy has so much crap going on, that you'd be crazy to think there's not gonna be cases of free damage all over the place.
Sometimes, his 5x ice spike attack can literally leave you with no floor space. Just by itself, let alone mixing in either blizzard winds, or snowball fists.
Sometimes, during vertical & horizontal blizzards, the snowballs will actually push you out into the blizzard, and/or cover up the whole safe square you're supposed to be inside, and you have nowhere to go.
Sometimes this, sometimes that. Sometimes a lot of things. Sure, I get hit by something that makes me mad, but I'll also know I could have avoided it in some way. But I also know when I had no safe place to step on, or when I couldn't get to something in time (usually due to ice spikes) before the blizzard takes away 100+ HP within less than 1 second (at ~20 a tick, even).
Winter became something different for me. Opposite end of the spectrum as Gundam. He has a tiny bit of, "I need to perfect my performance." But he has a lot bit of, "I need to grind out attempts until I get one where there is minimal free damage setups on me. Only then can I have a chance to win, if I also play it really well."
Because Hard Mode boss fights feel like they just have a big ol' health bar, and the challenge for you is how long you can endure "bullet hell". Each boss seemed like their health was getting bigger and bigger, thus giving more and more windows of opportunity for free damage setups to randomly show up. That's where the increased difficulty seemed to be rooted... rather than increasingly difficult/complicated mechanics.
That's basically the TLDR.
Due to the "improperly" scaling health bars of Hard Mode bosses, fights become more & more about "free damage" windows, and hoping your run has a lower amount of them rather than a higher amount.