安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
As an experiment, I went into admin mode, gave myself the best possible weapon, and just stood there laying in damage on the boss. It took OVER AN HOUR to kill it, not even having to worry about dodging or healing or the fact that the thing can just two-shot you straight through the best armor in the game.
That is entirely too much health. I'm not sure who thought this was a fun fight.
EDIT: Don't get me wrong. It's a very COOL fight. With cool music, and cool attacks, and very cool in general. It's just extremely poorly balanced and was obviously not actually playtested.
For reference, here is a video of the fight being tested by myself, taking little over five minutes to complete https://www.youtube.com/watch?v=exevQPCtuMA&t=216s
Then I still blame you for not providing proper signposting. I tried it with several top tier vanilla weapons (boosted by the Ancient Gateway weapon shrine, of course), then with several OP mod weapons including the Eye of Ruin, and even using the Brutal Gug Stomach from the Shoggoth mod to double my damage. Finally I tried it with the Illuminated weapons from this mod, which were the highest damage weapons I could find at my tier.
If I'm supposed to be using some special gimmick weapon, then there needs to be something out there to suggest such. This is what's known in game development as "signposting" - it means putting things in the game to suggest a course of action or a direction of progress.
It is also something that this mod DESPERATELY needs, as it is extremely complex and adds many new mechanics. These mechanics very much need to be explained in game, but they're not. As far as I can see there are only three things in the game to tell you how things work - the three codices you can craft at the tables - and they have basically no information beyond the most readily obvious. Might as well just say "hey, this is a mod, have fun!"
Just as another random example... the fact that Anima Essence has absolutely nothing to do with Anima Ore or Anima Planets, is extremely confusing.
It's like I'm being expected to play this mod with a wiki open, except that there isn't one, at least not one I could find.
I'm not gonna lie but I take on this boss easier than the first two boss that we need to do to get the green egg and purple tentacle or something
In fact, I'm pretty sure I know exactly what the issue is. I've come to realize that, in Arcana, elemental resistances and weaknesses REALLY matter, far more so than in the base game. In vanilla, there are elemental resistances... but like, you can still kill, say, a Crabcano with a fire weapon, it just takes a few more hits. In this mod, however, I've run into enemies like the Cerueon (I think it was called that, the blue and gold flier on certain planets) that took scratch damage from everything and took ages to kill, then I equipped a lunar element weapon and two-shot them. I'm guessing Aeon Timepiece is the same way.
And this is what I'm talking about. This is a RADICAL change from the vanilla game and NEEDS to be explained. There is no reason why anyone would simply GUESS that the mod works this way.
As for whose fault it is... who cares? Whether it's you, or Sva, or John Jacob Jingelheimer Schmidt... does the fact that I'm talking to you instead of someone else somehow prove that up is down and left is right? No. The issues I'm talking about are still issues.
that how bosses works it suppose to be hard
I have mod that changes how health work drastically like they are completely immune to some damage type while also have mod that increase health of any enemies and it still doable and it still felt like how boss should be
if you want it to be easy try downloading mod that adds slag damage from borderland
yeah that would be a hastle to change some of the boss mechanic just to make it have more room thx tho for the good boss it really challenging :D
Funny you bring up Borderlands, because that's a perfect example of Fake Difficulty in boss fights, where I figure out exactly how to beat the boss within 3 seconds because they're extremely basic, but then it still takes a half an hour to fight them because they have way too much health. :p That's NOT how bosses are supposed to work, and if you think it is, please, PLEASE never become a game designer. We've got enough trashy Fake Difficult games out there as it is.
Here's the thing, though. I DON'T think Aeon Timepiece is like that. A boss fight in a game should be challenging because it has tricky attack patterns, or a weakpoint that's difficult to exploit... and that pretty much describes Aeon Timepiece. Between its control of the battlefield, and its bullet hell attacks, you've already got a challenging boss fight. You don't NEED to also add in the Fake Difficulty of giving it 99 quadrillion health and 5,000 damage. That doesn't ADD anything to the fight, it only takes away. It takes what would have been an incredibly fun boss fight and turns it into a boring slog.
Fighting Aeon Timepiece should be incredibly fun, but it isn't. Because I spend my time running from attacks until I can finally get some good damage in... except "good damage" doesn't exist here, so instead I spend my time running from attacks just so I can get a couple points of scratch damage that don't even make the thing's health bar move.