• Grandwolf319@sh.itjust.works
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    16 hours ago

    Hades when you finally beat the boss after 70 chambers.

    It’s a rogue like game so on every death you go back to the beginning.

  • Quetzalcutlass@lemmy.world
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    19 hours ago

    The final boss fight of Persona 3 was an hour-long slog with something like fourteen phases. Each individual phase wasn’t too bad and you could kind of guess how many there would be since it was going through the Tarot Arcana and was clearly going to stop on Death, but what you probably wouldn’t predict was that one of the final phases had a spell that inflicted random status effects on your entire party, which could lead to your healers getting confused and targeting the boss with a full heal, restarting the whole thing.

    • Ayutsu@lemmy.zip
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      19 hours ago

      If a game ever did that to me I’d probably put the whole franchise down.

      • Quetzalcutlass@lemmy.world
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        18 hours ago

        Luckily it was only a problem in the original PS2 release where you didn’t control your other party members and could only set the type of AI they’d use. Mitsuru (who you’d almost always set on support) healing the final boss became a minor meme in the fandom.

        The Persona 3 FES rerelease a year later, and all future Persona games, gave you full direct control of your entire party, so you could simply not use healing while that character was confused (which randomized the target of any actions you took). The rereleases also made the final boss way less annoying by removing its ability to act twice in a row (making it hit harder instead), so it was both a quicker fight and also much less likely you’d get hit by that spell in the first place.

        • MinnesotaGoddam@lemmy.world
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          11 hours ago

          So the AI for dragon quest/warrior 4 doesn’t know which spells don’t work against a specific enemy unless that character has fought that enemy before.

          Which isn’t much of a problem until you get to the final boss. You slog through the final dungeon, heal up your party, then head in to fight the boss. And watch as your magic users waste all their mp trying to banish the final boas (which surprise, he is immune to). So in order to win you have to fight him and lose once.

          My first time playing the game (as a kid) I ragequit the game because I didn’t have the patience to try the boas twice the right way. Every time I’d lose, I’d just load the game so my characters would never learn what would not work.

          I wasn’t the brightest kid.

  • foggy@lemmy.world
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    1 day ago

    Im convinced most games today have basically impossible difficulties that allow for a win through RNG.

    I’ll get absolutely eclipsed by a boss fight 12 times in a row the suddenly I come close. I get wrecked another 4 times, then I get REALLY CLOSE, OMG THERES HOPE! Then, I’ll lose some random number of times, 0 - 10, and then an easy win that made it feel like they handed it to me.

    Getting sick of it. Racing games are the worst, but Halo Infinite comes to mind.

    • gegil@sopuli.xyz
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      20 hours ago

      If i will ever make a game, i will add an “impossible” difficulty level. Literally impossible, like hard-coded to be unbeatable.

      It would be fun to look at how unemployed gamers exploit every weird bug and feature to bypasd hard-coded restriction.

      • Katana314@lemmy.world
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        14 hours ago

        I wanted to make this, but only as an exercise in demonstrating to “hArDcoRe” gamers that “The hardest game is not necessarily the most fun challenge”.

        All I’d do is demonstrate the developer has beaten it, but offer no other hints.

      • Zarobi@aussie.zone
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        16 hours ago

        Have you heard of I Wanna Be the Guy or other Kaizo games? That’s basically their motto. A lot of Super Mario Maker troll levels are designed to be completely unbeatable, for example.

        I used to watch this YouTuber who used to play random levels in Mario Maker, and some of them were just truly crazy. I couldn’t find a good example but you might find it interesting anyway.

    • mushroommunk@lemmy.today
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      24 hours ago

      Halo Infinite had balance issues all over the place. Grunts and Jackals able to snipe you a mile away with plasma pistols, Brutes that just wouldn’t go down. It was just across the board badly tuned

      • foggy@lemmy.world
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        20 hours ago

        Brother you can’t say jackals had a balancing issue and complain about them being able to snipe you from a mile away unless you’re young enough that you didn’t play halo 2 on console.

        That’s who they are. That’s what they do!

        • skulblaka@sh.itjust.works
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          19 hours ago

          Yes, but we all continually bitched about Jackal Alley in 2005 and I will continue to do so now

          Walking around a corner and getting instantly domed the nanosecond the enemy has line of sight on you has never been fun. There is room for it to be bearable if the shot doesn’t one-shot you but on the higher difficulties it was some bullshit back then and it remains so now.

          • foggy@lemmy.world
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            18 hours ago

            Boo this man!

            Halo 2s terribly hard difficulty was consistent. It did not relent to your failures.

            Horrible difficulty is APPRECIATED. difficulty that relents to my failure IS NOT.

            Here: (frogarchist)

            • Zarobi@aussie.zone
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              15 hours ago

              I remember getting extremely mad at the jackals. We played in couch coop multiplayer but it actually made the game harder because now twice as many people could die randomly to bullshit.

              Actually finishing the whole game on legendary though felt so good. It was an actual achievement that took months. I felt a sense of pride and accomplishment (lol).

              Recently I played Doom Eternal, and I immediately noticed my health bar was lying to me. Low health was not actually low health, because it was doing some bullshit to create artificially tense moments. It kind of cheapened the experience, like winning had nothing to do with my skill, it was inevitable.

    • BurntWits@sh.itjust.works
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      16 hours ago

      I must’ve had the luck of the gods or something for that fight. Phase two ended on my first attempt fighting her, but something felt off. Then she raises and goes into a third phase. The adrenaline from “beating” her was enough that I managed to get her first try. I’ve only fought her once since but also beat her first try. It’s a damn tough fight and I feel like I’ve worked harder and done better on fights that I’ve lost, but I can proudly say that Sister Friede has never killed me and I’ve killed her twice. 😎