Yeah, I disagree about just boosting the damage and hp and pass it off as a more challenging quest.
Before people chase me off with burning pitchfork and telling me to get gud, I am rocking a full Qhiphad set with Anga/Vinculum/Ether Factor/Abi III/Doom Break/Elegant stamina while not optimal on survival, should be around pro level of equipment.
Yet I tend to die a lot, not because I am bad at dodging but because of too much shit happening on the screen at once. Not to mention enemy combo that locks you down like Deus' lightning stun to thorns attack.
Anga for instance have those annoying bits, a stun, and a very wide range of attacks. Loser has those annoying red homing balls, quick needed attack, wide range sword swipes, etc. Sure, I can always focus on dodging but that means I am not doing DPS which just prolongs the fight even more seeing he has 5x more HP.
Sega should just pick either of the two, either a boosted damage so while people die a lot, it ends quicker or a boosted HP prolonging the fight but ensures everyone survives enough to dish the sustained DPS. Adding two sure is challenging but it is not fun at all since it's just the same stuff, just more tedious.
It also appears that players are being optimal with the falz run so it is same old thing, except longer.
I wish they could had spiced the EQ like adding a few attacks or adding falz arms on the actual dark falz phase and those owl bird on loser phase. Much more interesting than just higher numbers.
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