Windblown

Windblown

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God this game is frustrating
Anyone else hit a hard wall at boss 2? Had the perfect run, got to it with full health, revive, 2 heals. Died at like 5% health lol. And I lost 150 cogs because they didn't place a goldfish before the boss room, for some reason.

I'm at 115 minutes played and I'm considering refunding. If anything, this game has given me a greater appreciation of Hades' gameplay loop, where every time you die you're rewarded with dialogue or a story bit.
Last edited by Itharius; 6 Nov @ 5:30pm
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You're supposed to get a fish halfway through the factory biome. This was added recently by the devs, and I get the impression it's not just before the boss because they want you to risk losing something.
Originally posted by Pizzarugi:
You're supposed to get a fish halfway through the factory biome. This was added recently by the devs, and I get the impression it's not just before the boss because they want you to risk losing something.
In my past runs I had the goldfish appear immediately before the boss room, in addition to midway through the factory. Unless I'm misremembering.
Last edited by Itharius; 6 Nov @ 5:34pm
No offense, but it sounds like you just need to accept your current skill level and improve through practice.
The game only unlocks harder difficulties when you beat it. So if you are having trouble at the lowest difficulty...
Last edited by Wankershim; 6 Nov @ 5:35pm
That boss is this game's Margit lol we've all been there. When you get the hang of it, it becomes a really fun fight if you can believe it.
skill issue
Originally posted by Songtest:
skill issue
being condescending really helps no one. everyone is just someone trying to enjoy the game.
Nah, its more or less okay balanced aside from lots of AOEs and, because of that, much higher skill demands on melee weapons. Other than that issue its pretty okay to play and doable with some practice.

Real crap coming after Cloudy difficulty. While Cloudy itself is a no joke either just because starting from Rat Village and onwards you start regretting about even considering playing on it, Cataclysmic run can easily provide you some serious mental damage. Nearly every enemy feels like miniboss and can oneshot you. Your damage is pathetic even if using the most broken combos. You need to dodge like a god, otherwise you easily can get yourself killed by couple of mistakes.

Its so frustrating that id not even recommend trying higher difficulties other than default one atm. If you really want extra challenge, Cloudy is okay to try yet it have its own issues like lack of healing + you need to rely on couple of builds that would work there, which drastically cuts the fun of being able to experiment with below optimal builds.

While its challenging, default difficulty at least feels fair, just because you need to learn how to dodge or avoid damage plus as long as you obtained 200-300 hp total within run and saved most of your potions, you should be fine, although Rat Village and Incubator enemies is a bit too much just because with unoptimal build you will be poking every enemy there for quite a while.

Also, obviously not every build is equally efficient.

Necromancy or either of healing Hex gifts is essentially mandatory on every difficulty other than default one.

Crystallize build is more or less easy street to walk on.

Another solid one is Booster build made around stacking as much boosts as possible.

Brutality is great, although mostly because of several really good gifts while majority of brutality related gifts is very underwhelming.

Trinket builds is quite not bad, although you might have issues with being underperforming when your trinkets are on cooldown.

Overall DOT build is fine as well although all three DOTs works in same much better than a single specialized build like Fire.

Stat stick build with stacking up damage increasing gifts is also mostly fine.

Scythe build on the other hand isn't just because its risky and requires a some serious work around to make it work.

Dodge/Rush builds and builds with effects on kill is very underwhelming for various reasons.


But overall, all builds are more or less playable and its fine that you are struggling just because i think its intentionally meant to be hard starting from Headbanger being a literal skill wall, just because you will struggle a lot on later enemies if you won't learn of how to deal with him, just because Headbanger attacks at least having a couple of weak points that you can use. Later enemies is much more difficult to handle.

______

I don't like the fact that game literally forces you to rely on alterattack spam a lot just because a lot of attacks are very difficult to avoid.

Like in comparison with Enter the Gungeon, even on final boss you can more or less dodge most of the attacks without much issues just because despite later bosses are probably even more difficult, you at least clearly see the gaps in boss attacks and thinking something like "next time ill probably should try to use that free spot".

Plus id separately want to point out the issue with difficulties. I really was expecting to see something like altered patterns or extra attacks like in many similar games, but just adding a numbers to enemy damage and hp and making already scarce hp even more scarcer doesn't motivate me to play higher difficulties. Its feel more like penance, especially if there will be some rewards for playing that specific difficulty. It just simply shouldn't be like that, and instead of adding hp/damage to the enemies to the top, id really appreciate just an altered enemies moveset. Even a couple of new moves will be much better than this, plus it will be interesting to play different difficulties just because of that. And i see that alternative biome already using this Idea perfectly fine, so why not to upscale it to the whole game and make a harder movesets for enemies that doesn't use aoe attacks a lot?

Id really appreciate seeing something like that, because otherwise game plays perfectly fine with default difficulty and there is very small point of playing harder difficulties in multiplayer, especially if you played it once and got all the rewards.

With different movesets, its kinda always a new experience just because game difficulties will feel truly different, not just longer/unfair.
Last edited by Moturnach; 17 hours ago
The second boss was a huge wall for me during Co-op, was easy on my first SP run just now. Third boss was the one that took me out, to be fair, only one flask though and just now got two. Maybe gonna beat him too now that I have more reserve healing.

Used an echo-build with crossbow and curse daggers. The second hit with some added damage and crit hits like a truck.

But just like the previous poster, the alterattack spam gets boring after 5 minutes, but is the most effective there is. Plus points if you get a huge build going.
The boss in the factory is easy once you realize that you just need to make him shoot his own turrets with his laser beam.
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