
Originally Posted by
UkcsAlias
Tbh, some mechanics here are quite hurting, but plenty of them arent. Key is though: normal mode should indicate its going to happen, the first instance the attack shows up. And in some cases: just make it happen slower, to allow adjustments.
A half arena cleave is something you can guess, but beyond that, if the hitbox is larger, show the marker for the first occurance earlier. But even then, i wonder why it doesnt just display it anyway. Its a very good tutorial attack. ex1 did an excelent job at this, it gave a good text indication to show what to look for, and even if you failed it, you just took a good hit and a damage down debuff. Its forgiving. If you then later on at a phase transition boost the boss to insta kill, player at least have gotten the clue, and can reasonably dodge it. They could have learned here by warning players to look for the arms, make it perform the 2 cleaves, and after that not warn about it anymore.
For extremes: being harsh is fine, most of the time it reveals in a decent way what is expected to be figured out. You can easily do extremes blind and get far in the first hour. To me these in DT had some realy good design. they always had very good clues to figure it out quickly.
But in normal mode, its not fun if you struggle to follow mechanics to just repeatedly die. Waiting for a rez isnt fun, and insta kill mechanics feel excessively punishing. Its even better to just show the mechanic 2x in a row in inverse, but very early telegraphed indicators, and before it just plainly warn that the next time it wont mark it (a line of 'look at the boss arms' is fine for this). This warning makes people aware they need to pay attention to some indication from the boss, and the early telegraph means they know which sort of cleave to expect.
It might sound strange, but for casuals normal mode is already fast. Obscuring attacks doesnt help if there is no way they have time to learn it. Obviously, i died to the first half arena cleave, as i didnt expect it to go further, after that, if i noticed the attack, i was prepared, and if i didnt, i died. But at that time it felt justified to die from it, because i knew its how it goes with that animation. This is what makes a fight feel good for a normal player. It makes it feel like they had a chance to survive it, and thats exactly what it should do, its what makes it fun.