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Boss battles: too formulaic? (spolers, obviously)


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#1
nokori3byo

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I'll start by saying that I though both the High Dragon fight and the final boss fight were pretty cool in their own ways.  I especially liked the bizarro involvement of statues in the latter, which reminded me of some crazy Harryhausen scene and caught me totally off guard.

The reasons I might choose never to endure either of these figths again are: A) both are torturously long, and B) both follow the same transparent pattern of absorb a certain amount of damage, then exit the battlefield to summon mooks, return when mooks have been eleiminated, repeat until dead.  It's a bit of a mood killer for me, because having these epic fights in a 7th generation release reminds me that I'm playing a video game about as much as a big monkey shuffling back and forth and rolling barrels at me.  If anything, I prefer battles like the one that ended Act 2, with all the mooks present at the beginning and the whole thing just playing out as a fight with an army and its leader as one of the combatants.

Anyone else feel this way?

#2
rumination888

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I never felt any of the fights were "torturously long".
Instead of simply beating a battle, beat a battle faster.

Modifié par rumination888, 22 mars 2011 - 04:47 .


#3
nicodeemus327

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rumination888 wrote...

I never felt any of the fights were "torturously long".
Instead of simply beating a battle, beat a battle faster.


I agree. Optimizing damage can go a long way to reducing fight times and increasing success especially on nightmare.

#4
nokori3byo

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Actually, the fight which felt the longest was the one against that extremist Templar who was keeping Qunari captives in dark Town. I lost my mage early on and wound up kiting him with my warrior for what seemed like hours (realistically ten minutes, but still...)

Anyway, as I've said, the length of the fights bothered me less than the formulaic fight/flee/spam/fight/flee/spam/fight/flee/spam/die pattern so many of them followed.