Probably will have ppl disagree on this, but it’s just my opinion.
If you played any of the Alpha sessions you may notice how much more bullet hell reliant the game and its bosses have become; and this is not necessarily bad as an idea, but needs to be applied in the correct ways to complement this games combat style
In alpha tests there were enemies that shot mostly bullets and enemies that would mostly just swing, this worked great. You would learn what enemies shoot and know NOT to sit on them. And conversely for the enemies who almost exclusively just swung their weapon you would know that you CAN sit on them, and that it’s often the MOST effective way to dodge their swings (by walking straight thru their body to easily dodge a directional swing instead on walking around the slow way). You are a madman if you do this now.
Currently almost every boss that’s worthwhile to kill has a completely mixed kit of shots and swings. You now have to pick either stand just in ur atk range to dodge bullets and just stand in most swings bc you also want dps, or try to backpedal out of the swing in time and lose dmg, or try to widely circle around the boss so you can keep dps while trying to dodge the swing and not get bullet shotgunned (only to realize you need more spd for that)
I enjoyed dodging and fighting boss much much more when I could really go “fight” them instead of teetering just on the edge of my atk range so I don’t get blown up when the phase decides to change. I love bullet hells, but if this game is going to keep becoming one we will need: more spd, tighter hit-boxes, and more ranged utilities for players.