The same easy strategy used to eviscerate the boss in normal mode shouldn't necessarily work this time around, as the entire idea is that things are meant to be more difficult in this mode. ![]() The reason why this would make sense to nullify for the final boss is because, obviously, this is hard mode. For example it's useful for getting good damage in on grounded bosses, especially when used in tandem with CF. The buffed melee is useful in many situations as a time saving measure. I never said anything about removing CF entirely, I was talking about the Kohaku Otori skill's alteration to it. Don't, and you might be able to save time and thus improve your end score. Play it safe and you're more likely to survive. Risking damage would be a risk vs reward situation. Such areas could be placed on occasion, in addition to other types of risky maneuvers including spikes, landmines, timed areas with rising lava/acid, enemies with potential to counter the dashes if hit in the wrong place or via attacks such as flamethrowers, etc. Why buff melee then null the buff on the single situation it's useful (forced) in? Dashing being on a timed meter means that in wider open areas with enemies more sparsely spaced out, you have to be more precise and deliberate regarding your use of dashes. Unless it's straight up spike hell you're not going to make it a challenge. Originally posted by Lancer:I'm more than aware of how Yumo's reward works. Why buff melee then null the buff on the single situation it's useful (forced) in? Why risk taking damage ever? You can still mash for more locked DPS after the patch, and without CF at all it's nearly impossible to get a combo in on most bosses. I'm more than aware of how Yumo's reward works. ![]() Mother 2 uses lots of projectiles and is up in the air, so I don't see how the wheel buff would trivialize her so much as it would just cause players to get hit a lot if they insisted on using it over homing shots, unless you are referring to the sections in which she's not on screen in which case they could simply just buff the defense of that section for the hard mode version of the fight. Infinite CF could simply just not work on bosses in hard mode, or be among the rest of the disabled skills alongside Darkness Mode since that's just a skin anyway. The melee buff also overpowers the homing shots, so players would be given incentive to decide when it's better to go for the up close damage, and when it's better to hang back and play it safe with lock on given the squishier nature of Copen in hard mode. ![]() With remixed level layouts and enemy placements with this in mind, it could prove to be a challenge to make overpowered use of this. The airdash skill doesn't give "free" dashing, it gives you the OD meter. There's a reason you can't get them in hard whatsoever. Double RW damage would trivialize Mother 2. With free dashing before OD nobody would melee, double damage or not.
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