• Nikls94@lemmy.world
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    1 day ago

    Unpopular opinion but I like boss runbacks.

    To me it feels like “if you don’t survive the journey, you’re too weak for the boss itself” it brings me down and makes me calmer until I reach the boss.

    • pressanykeynow@lemmy.world
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      13 hours ago

      I like them because I will think what I did wrong, not just going to do that wrong thing again until I get lucky with my wrong strategy.

    • syreus@lemmy.world
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      22 hours ago

      I like them because it forces you to try to salvage a fight instead of just conceding after a bad start. The time spent getting to the boss is investment you don’t want to waste.

      I think this is really just an issue of the tools and abilities not being inherently linked to the related bosses.

      FYI quickhop attacking is faster than ground combos and you can weave in the trio dagger throws when you are dodging away from close attacks. Also your attack will negate enemy attacks weapon hitbox(but you still have to dodge bodily contact). The poison tool upgrade is overbalanced and makes a lot of fights a joke.

      • wols@lemmy.zip
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        3 hours ago

        This is a really good point.

        I’ve also found myself messing up the run back but committing to the fight anyway with a few masks down. You can either heal back up by breaking the cocoon, or practice starting the fight low and keep the silk for later (one of the best changes from the first game IMO is making the cocoon an asset in contrast to the ghost that would harass you).

        Another aspect is the run back itself. When you struggle a lot with a boss (as I often do), you will have to do the run back so many times that you passively start getting better at traversing the map. And even if the specific combos you used on the boss itself don’t necessarily translate to other bosses, the movement skills likely will keep being useful.