Search Results
8/9/2025, 1:34:23 AM
A-Team:
>boss is aggressive, attacks you, pressures you. Complex and rich theme that sounds like nothing else.
B-Team:
>Boss is still ok, but focuses on spectacle. Often accompanied by generic music that normies find incredible.
C-Team:
>Boss is passive and runs away. Most of the fight is spent running it down, getting a few hits in, and then running it down again. Mechanics are dull or almost non-existent. No engagement with moveset beyond getting hit with random AOE blasts.
Which boss matches which?
How do we stop the slow take-over of C-Team design philosophy?
>boss is aggressive, attacks you, pressures you. Complex and rich theme that sounds like nothing else.
B-Team:
>Boss is still ok, but focuses on spectacle. Often accompanied by generic music that normies find incredible.
C-Team:
>Boss is passive and runs away. Most of the fight is spent running it down, getting a few hits in, and then running it down again. Mechanics are dull or almost non-existent. No engagement with moveset beyond getting hit with random AOE blasts.
Which boss matches which?
How do we stop the slow take-over of C-Team design philosophy?
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