Bluu
Member
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I really enjoyed this fight thematically. To me, it felt as though the player was "the bad guy", attempting to steal from the Tree of Fortune and keep its blessings for themselves, while the Golden Luck Dragon prevented you from invading its territory. During your fight with the dragon, you would run up to the tree and take some fortunes from it to fight its protector more effectively - but doing it too much causes you to incur great misfortune, resulting in a nigh guaranteed loss, meaning, as the tree says, you shouldn't be greedy and take more than two in a row without allowing the dragon to take any. However, the dragon, being the protector of the tree, never incurs misfortune as it's using its fortunes to protect the tree - instead, taking fortunes from the tree causes it to grow stronger with each fortune for the rest of the fight, as well as change phases until it finally reaches its fully golden form. The storytelling in this release is beautiful and feels like a full side-story to me, and I've always wanted to see how the big ol' Luck Dragon looked after his corpse's debut in the Maleurous. The cosmetic reward is beautiful, and the belt reward is great as well, having the highest MPM, BPD, and CHA of all the 10 All belts and finally giving us a defensive equivalent to Grimoire of the Lich and Ourobouros Root Belt. Safe to say I will be using this frequently. All in all, I do think it was a very good release, although I do have the same gripe with it that some others mentioned: quote:
Which begs the question: do we really need to see every inch of a bossfight's mechanics, or is this an adrenaline junkie mentality for tougher and tougher fights impairing judgement? I think this is a rather negative way to view the statement. The way I interpret it is that Verlyrus puts a lot of thought and effort into creating well-designed bossfights and it's a shame when this design cannot be properly appreciated because the boss has no counterplay to the insane burst some classes have. Imo, the discrepancy between classes that do it well and that do it decently is rather high - with Rangers and Wrath Dragonlords remarking that the fight was too easy and they didn't really need to do much outside of using their standard rotations to beat it, whereas Technomancers, Pirates, and Ninjas found the fight rather difficult because of how drawn-out it was for those classes (Ninja has burst but it relies too much on inflicting effects onto the target). It really does seem like a case of the boss just not being designed with burst in mind, causing burst classes to sweep the floor without ever having to see the Golden Luck Dragon's Fully Golden form (insane) - which, as much as damage races are sometimes nice fights, it does admittedly pose the question of whether these bosses' harder mechanics are largely present to punish the (usually large number of) classes that can't just burst them out before the threatening mechanics kick in, such as King Alteon or Tomix, which are recommended to be bursted down before the former hits phase 2 or shortly after, and before the latter sets up his Soul Barrier effect. Note that I don't disagree that it's fine for players to never encounter a mechanic that is intended to punish them for dragging out a fight too long or failing to meet a condition, such as Greater Misfortune from this fight or Sepulchure's enrage - that's clearly not meant to happen during a successful run or at least severely hinder your chances of succeeding from that point. quote:
At the time of writing, I thought only Technomancer with it's Vent could really oppose Dragon's heals - Ninja's Basilisk I thought would be too small to make a large difference and Paladin, I'm still learning how it works. I'll give you that point, thanks. Ninja's Basilisk is rather small, yeah. You could pair it up with the Amalgam Blaster and Tickles to inflict +90 Health Resist, but you already have to inflict three DoT effects to get to use it, meaning that doing this gives the dragon 60% damage resistance from all these effects, and that you probably still end up losing a lot of damage even if you successfully block the heal. You're probably better off not optimizing to block the heal, as it's not like Ninja's direct damage is insignificant.
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