As it currently stands, bosses take an incredibly long time to kill, especially on higher difficulties. Between whittling down shields, stamina, and health, you often have to spend all of your resources just to put a dent in a boss’s durability, which makes ranged builds almost impossible to use, and even melee combat can become a chore after six or so staggers with only a few scratches to show for it. This is especially noticeable on Hard and Very Hard, where the increased health values can lead to fights taking nearly double or triple the time.
I would like the team to re-evaluate the scaling rate for bosses to reduce unnecessary time spent on boss fights, especially at higher difficulties. As a compromise, I would like to see bosses deal a bit more damage on higher difficulties, to encourage learning their patterns or using defensive upgrades.
For the record, I’m currently at the beginning of Chapter 2 with mostly Tier 2-3 upgrades, playing primarily on Hard mode. Missions can take upwards of 15 minutes, with roughly 2/3 of many missions spent on the boss fight.
You havent seen the worst of it XD. While I agree that the bosses need stat re-evaluation, only some need it like mission 9 and 11 bosses. Particulr mission 11 boss with how the stamina and shields work together, creating only a short window for hitpoint damage.
But who knows, maybe thats what the devs want when it comes to difficulty and presenting a challange to the players.
Yeah.. This could be what the dev team wants. To increase the total amount of playing time
I spent 48 mins trying to kill that manta ray on Super Hard difficulty. It’s because bosses with invulnerability state for varying motions tend to make the game feels more like a dread fight. It was interesting though because I can see myself getting tired and making mistakes.