This isn't a new topic by any means, but as I've been attempting some solo flawless challenges on various activities lately, it just reminds me why I generally put these on the backburner for a long time. So many boss encounters are composed of "insert platforms with large areas to get pushed off to your death." Why so frequent? And when you get stomped, why is it necessary to throw you into the next galaxy so you are very likely to not recover unless you have a sword? Even then, you can't always make it back.
Yes, you need to be aware of your surroundings so you don't get stomped or blasted by a phalanx. That doesn't make these mechanics any more engaging. It would be nice if there were a way to build into stomp resistance or something similar so we can mitigate the severity of the push. Perhaps you have to sacrifice something else in order to have higher resistance. That's fine, as you wouldn't need it for all content. Seeing as I don't see them changing these mechanics after so many years, it would be nice to have some way to at least work around it.
It's just such a cheap death. You could do everything right in a dungeon, get to the final boss, be close to finishing them off, then make one small mistake and get just a tad to close, then get stomped across the map with no way to recover. Of course, you then run it back and try again, but it's still disheartening because it's not like you were being careless.
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1 ReplyDid you get stomped? Did it hurt? Boo boo 🤕🤕🤕🤕🤕🤕🤕🤕🤕 You know if you melee the boss as he stomps you won't go flying right?