#Less bullet hell or more amenities to support it

11 messages · Page 1 of 1 (latest)

dire canopy
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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.

dry zephyr
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I agree with the first 2 but not with the third, I think instead there should be more clear telegraphing with phase changes because I have seen that there's many bosses that just switch almost instantly with no warning, I do think that the range will be fine if the first 2 (and this new point I'm bringing up) are looked at

dire canopy
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I would agree with that as well

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Ideally tho in my own little utopia I’d like to not see the game become a bullet hell for the most part; I think it’s a bit of a design crutch and makes this game more directly compete with the obv others in the space

spark vortex
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The biggest problem imo is the hitboxes in this reguard because your ability to dodge projectiles up close is borderline 0, your character feels way too big, like you have your arms stretched out reaching for every bullet he can reach, and I get that it's sort of by design, but you are forced to tank every other wave of shots at pirate captain for example and it becomes an unfun dps race instead of an engaging fight.

dire canopy
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Yeah pirate captain def feels more like a stat check than skill check

keen needle
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also most characters have very poor movement speed so dodging is difficult, especially against huge projectiles

proven sail
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i completely agree ngl

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id prefer if the game moved back to more hns though

merry tree
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I'd love to have it be more hack n slash as well

fresh hare
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more hns? yes pls