The Problem With Wuthering Waves' Boss Design (1.0)

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  • เผยแพร่เมื่อ 22 ต.ค. 2024

ความคิดเห็น • 34

  • @orrthehunter
    @orrthehunter 4 หลายเดือนก่อน +11

    Crownless is rather a result of them cutting things out that made him act the way he is currently in the game. In the original version of Crownless back in CBT1, he was meant to talk to Rover through the boss fight and had dialogues that constantly taunt Rover for his/her lack of skill and tempting Rover to attack first. However, Wuthering Wave developers decided to make Crownless what he is now being a more single minded monster that only follow orders from some higher threat. Ya he talks a bit in the story boss fight in Act 1 Final Battle but it is done in a way to show how mindless he is compared to his original personality where he can talk normally and had a mind of his own.
    His Phase 1 in the story fight when he is just using punch and kick attacks is meant to be slow because during the early version of that fight he originally had dialogue that focus more on taunting Rover and insulting him/her. Phase 2 (when he takes out his wings and spear) early design before the version we have on release was when he decide to take thing seriously and act more aggressive while having dialogue that comments on Rover's lack of skill if they fail to parry and dodge his attacks.

    • @Endeavor17
      @Endeavor17  4 หลายเดือนก่อน +9

      Man, it's too bad they got rid of all that. Sounds awesome.

  • @EddyTorrent
    @EddyTorrent 4 หลายเดือนก่อน +14

    Considering these are just launch bosses? I think they are pretty solid and a great entry level to getting used to combat. Now we'll see what else they cook with in the upcoming patches.

    • @Endeavor17
      @Endeavor17  4 หลายเดือนก่อน +4

      Yep, my thoughts too. Thanks for the comment.

  • @RetroRick1990
    @RetroRick1990 4 หลายเดือนก่อน +16

    If you compare all first bosses from WuWe with the first bosses from Genshin “Hypostasis”, WuWe has a little more to offer…

    • @Endeavor17
      @Endeavor17  4 หลายเดือนก่อน +4

      I think so too. I think this is an overall great baseline line up of bosses to start with. Thanks for the comment.

    • @plasma6337
      @plasma6337 4 หลายเดือนก่อน +2

      But Genshin came out 3 years ago, Wuwa should have more knowledge when designing these bosses

    • @marouaneelourak2203
      @marouaneelourak2203 4 หลายเดือนก่อน +8

      "a little"???? HUGE FUCKING DIFRENCE

    • @imcat1236
      @imcat1236 4 หลายเดือนก่อน

      @@plasma6337 but almost 4 years of GI most of the boss still meh lol

    • @sparhawk2195
      @sparhawk2195 4 หลายเดือนก่อน +4

      @@plasma6337 So you can say that for any given game. X did this for Y years so Z should know better. But it doesn't work that way. Different devs, different game engine, different mechanics. If it was the same game devs on a different game with more experience then yes they should do better.
      For what WuWa is starting with it's good starting out.

  • @nottyseel949
    @nottyseel949 4 หลายเดือนก่อน +4

    The biggest opportunity missed in my opinion is the "hologram." It just takes all the relevance out of what should otherwise be an epic spectacle of a fight. Oddly enough, one of my most awed moments in the game was finding the actual monkey boss on the map. The aesthetics and ambiance, the warning and then seeing him in the back making eye contact. How his area makes it completely clear that he is one of the few creatures that could survive here. It was fantastically designed.
    I really do not understand putting the best version of the fight in what clearly looks like a training area. It ruins all the videos because it only appeals to hardcore players that just want to see the skill. Unlike the boss fights in Elden Ring where it's a spectacle for anyone to watch even if they know nothing about the game. Just an opportunity missed...

    • @LucFireCraft
      @LucFireCraft 3 หลายเดือนก่อน

      well, the hologram battles are meant for them. It doesn't matter where they are, they are a test of skill, not some fantastic boss fight. They are meant to be unfair, diffculty, but highly rewarding fights (that's the whole reason they are timed)

  • @Robert_GL
    @Robert_GL 4 หลายเดือนก่อน +6

    Great video. The Mourning Aix's fight would be an 8.5/10 for me, if not for the bugs/glitches. And maybe a 9, if a cool gimmick was introduced at higher difficulties, like with Mephis's clone, or the monkeys. It feels like aix is the only one without that additional mechanic at difficulty 5/6. As for your point with gorilla's lack of wind-based attacks, while it's true that it would give some much needed identity to the boss, it's also not that important, since the "elements" aren't really a mechanic in the game. None of them have an... identity? Idk if that's the proper word. They don't feel different to one another, at least right now. Anyway, just commenting for the algo, maybe someone at kuro sees this, or a popular streamer reacts, and as a result we will have even better bossfights.

    • @Endeavor17
      @Endeavor17  4 หลายเดือนก่อน +1

      Thanks for the comment. Glad you enjoyed the video.
      I think I'd probably rate the fight about right there too if it wasn't for the bugs I was running into.

  • @aspectparadox6654
    @aspectparadox6654 4 หลายเดือนก่อน +1

    Imagine if they had the silverback launch wind attacks by beating its chest like a gorilla.

  • @frostice961
    @frostice961 4 หลายเดือนก่อน

    regarding the wind element on monkey boss
    if you look back on cbt1. you'll actually see they were experimenting on including the boss specie and its element.
    in danjin's dungeon, the ice spider we have now was actually using its web to be untargetable in the air and will shoot ice projectiles on you or ice breath that will freeze you with enough stacks. the boss itself floats using webs and you can disrupt him bt killing the ice blobs in the ground.
    if you did the tiger maw quest then you know those blob that's needed to be destroyed.
    overall the problem here is they messed up big time in cbt1. either by introducing the word HARD on gacha gamers, being hated in the story which cn people didn't like, fetch quests which all people didn't like and danjin having the word something disorder to describe her that made people mad.

    • @frostice961
      @frostice961 4 หลายเดือนก่อน

      th-cam.com/video/IkskqPtZhuM/w-d-xo.htmlfeature=shared
      around 6 mins and 30s
      kuro games in pgr have a history of making batshit crazy characters or villains like tortuting people for fun, having orgasm in a battle, being tortured to the point they don't behave like a human anymore and more.
      hopefully we get them on wuwa too not just "the cruel and twisted maniac" who proceeds to show off but loses 2 times.

    • @Endeavor17
      @Endeavor17  4 หลายเดือนก่อน

      Oh, wow, I didn't realize how much was changed from CBT1. They basically took away this boss's mechanics and just kept its basic attacks.
      But, yeah, I'm hopeful we continue to get some more characterization in these bosses as well. Thanks for sharing this. I might have to look more into their previous game.

  • @hrafnskathi
    @hrafnskathi 4 หลายเดือนก่อน +3

    As someone that spent my first week fighting only Crownless over and over, I can agree that there's a lack of personality in many of the bosses to distinguish themselves from each other outside of their initial aesthetic. The way that Crownless walks towards you initially gives him an insane aura, and I've yet to see someone *not* respond in kind by walking towards him as well. His tutorial boss fight (phase 1) has even more personality by taunting the player when they don't attack, and not actually attacking until the player initiates combat by hitting him.
    While this is points for the amazing Crownless, the lack of such personality in the other bosses is a bit disappointing. Crownless is the only boss I find myself fighting just to fight him and not for materials or echoes.
    Thundering Memphis' distinction is made in his combat, though, and I can't wait to fight the version of him showcased in the video once I finally get to it (Crownless stole my heart and I can't stop repeating the battle to progress in the game).

    • @Endeavor17
      @Endeavor17  4 หลายเดือนก่อน

      Yeah, me and my brother spent the first few days fighting the Crownless too. I still come back to him just to fight as well. It's too bad they couldn't incorporate that taunt into his world boss version.
      Thanks for watching!

    • @vigor9675
      @vigor9675 4 หลายเดือนก่อน

      What's crazy is Crownless had even more personality in the CBT which sadly got removed. It could speak and wasnt just a roaring monster.

    • @Endeavor17
      @Endeavor17  4 หลายเดือนก่อน

      @@vigor9675 Now that you mention it, I do remember such from the early footage some years ago. I wonder why they scrapped it.

  • @sparhawk2195
    @sparhawk2195 4 หลายเดือนก่อน +2

    So I wanna call BS on the Grandblue Fantasy relink boss compare. GBF fights are designed to be cinematic. There's a massive thematic difference as well. An ancient elemental wind lord that's been around for thousands of years vs the big gorilla with a log. Yeah the silverback gorilla may not be as impressive but even a monkey with godlike powers is still a monkey. It was never going to match up in a scale of grandness. Mechanics are vastly different in both games as well.

    • @Endeavor17
      @Endeavor17  4 หลายเดือนก่อน

      So that wasn’t actually a comparison. It was more like me giving an example of what I mean. That's why I said it doesn't have to be that over-the-top and provided an example of what they could do in Wuthering Waves for the gorilla right after. Don't worry, I'm not trying to take a dump on the game. That's not the point of the video.

  • @akoSi94
    @akoSi94 4 หลายเดือนก่อน +2

    IMo, i love the designs of all bosses compared to other gacha games. My Favorit is the crownless. He/she/it just looks sick !
    Hologram Tempes especiall difficulty 4 gives me anxiety since i play on mobile, but he is teaching me to be better at parrying and dodging 😂

    • @Endeavor17
      @Endeavor17  4 หลายเดือนก่อน

      Yeah, the boss designs are pretty good across the board, I feel. Definitely, look forward to what they do next.
      Good luck on mobile!

  • @wits_end.
    @wits_end. 4 หลายเดือนก่อน

    Tempest is fun to fight but at difficulty 4 and up it's just straight up unfair if you get unlucky with his clone attacks. The clone often times has one shotted me off screen. Or punished my punish over and over preventing any dmg uptime. Yes, parry the real one to remove the clone but there is also times where the clone attacks first. And when you do break his stagger bar the clone can still appear reducing your reward of parrying all those attacks.
    Maybe if his health wasn't so high then sure. Even Rexlent himself said it would better if his health was lower. If my luck was good, I'd get him to 25% hp, but if he decided to spam clone attacks from the get go then it seems like that whole match is a constant dodge fest.
    I've seen whales kill him but still needed to dodge some attacks, they dealt massive dmg but it did look alot more fair since they weren't on thier knees so much with clone rng. Thier punish dmg was alot higher and was fitting to how often his clone and tempest attacks. So it does seem like lower hp would be the way to balance the fight.

    • @wits_end.
      @wits_end. 4 หลายเดือนก่อน

      My bad it's *Thundering Mephis.

    • @randomjapsi
      @randomjapsi 4 หลายเดือนก่อน

      it is tempest mephis in the hologram

    • @Endeavor17
      @Endeavor17  4 หลายเดือนก่อน

      Yo, thanks for the comment.
      Yeah, I can see it being frustrating for people. You definitely need to be more actively aware during this fight. One thing I noticed is that the clone usually spawns in coordination and will always try to spawn on screen for the most part. I think the only times it didn't for me is if I'm close to the wall and facing it (basically doesn't have the space to spawn on camera). I can't speak for your experience though .
      I will say though, that the clone spawning during break is indeed silly. Downing the boss is your reward for staying in step and getting that break off with enough parries. They shouldn't try to punish that with the clone spawning in to interrupt your damage. Especially since any time he's parried or staggered while up, any clones on the field despawn (as if you broke his focus). Definitely can do without as it breaks the rules established it and every other boss.

  • @getdownthisisarobbery6413
    @getdownthisisarobbery6413 4 หลายเดือนก่อน

    Fights seem too easy, probably because the perfect dodge system makes literally everything inconsequential. Story bosses do no dmg, and have no hp. Just bosses and fights right now are in an odd position.

    • @Robert_GL
      @Robert_GL 4 หลายเดือนก่อน +1

      You should really try holograms. Dodging is, indeed, very easy, but if you won't parry bosses in holograms, you won't have enough damage to beat them in time. And story bosses aren't supposed to be a challenge, since that would spook the casuals

    • @nmjdf_ksd23
      @nmjdf_ksd23 4 หลายเดือนก่อน +1

      Story bosses should never be hard as it was tuned to be cleared by everyone. I don't think it would be an enjoyable experience for a casual gamer to get stuck and be unable to progress.

    • @hijodelsoldeoriente
      @hijodelsoldeoriente 4 หลายเดือนก่อน +1

      For a game that requires a bit of grind and rng. Making the bosses hard overworld is not optimal.
      However, I agree that Kuro should make the first story encounter of every boss to scale at the most difficult level. Then just allow revive forever but reward players who didn't die even once. It adds so much even to world-building and pinning that emotional anchor due to the experience. Especially when coupled with an interesting lore or the boss' personality like CBT2 Crownless.