Quote Originally Posted by Jeeqbit View Post
They actually said that the reason they fell into this pattern of mechanics is because people regard them as clean and well done, and that when they tried other things, they'd often be attacked for it and my guess is that the Stayborough first boss is an example of this. It caused them to retreat into "safe mechanics" that they know work.
If square can’t figure out after THIS long why certain mechanics do and don’t work in the current engine then that says more about them than it does the feedback we are offering

Let’s look at 2 “new mechanics” who got completely different reactions

1) strayborough deadwalk- the mobs aren’t actually where they appear on your screen and when they catch you because their hitbox is inconsistent they punish you with 10 seconds of no DPS. New mechanic community didn’t like it

2) queens chess- new and unique movement mechanic built on forced match that made you position yourself on a chess board against 2 other pieces. It works within the system and people moved queen’s mechanical design


Making mechanics that don’t work within 14’s spaghetti code and bad NetCode then using the obvious resultant bad feedback to go back to the same generic 5 mechanics we always have is just an indication of creative bankruptcy. Anyone could see from 10 miles away that the deadwalk boss doesn’t work well with the NetCode