Tree of Savior Forum

Wild Carnivore fight

Okay, this is sad.
First off, I can literally sit at the edge of this boss’s arena, and never get hit. Easy regen.
Second off, the name of the boss is poorly translated in his intro. “Berserk Karnorber?”
Third, one of the boss’s attacks consists of it pushing its arms into the ground, and then causing phantom damage to you if you are in range, and not in the air. This is bad. The very least you could do in designing this boss is to show something reaching from under your character, to give them a chance to jump.
Fourth: The only thing the boss can do is summon traps from this position. These stupid traps… I’m so sick of seeing them at this point. This is probably the first boss, however, where the traps are thematically appropriate, with barbed pillars and grassy-looking Mine Traps.

I’ve seen all these problems in other bosses. Spectre Lord was cheesable by sitting in a corner and healing. Chapparition has one or two attacks that cause phantom damage, with no discernible source. One of them you can jump over, for some reason. I don’t know what the reasoning for this is, because there’s no graphic that indicates what his attack is. And, again, ALL OF THEM have these stupid random traps. No explanation necessary?

Bosses… For being such a huge part of this game, are not doing so hot. They all need a lot of polish. Their attacks are sluggish and inconsistent, with either obvious tells or nothing at all. Simorph, for instance, has a gigantic AoE for one of his attacks… But when it comes out, it’s a random boulder drop. Other attacks of this kind had smaller AoE tells, for each individual projectile. I also noticed you can interrupt his boulder drop attack as he’s charging it. I don’t think an AoE Oracle-style tell is enough to indicate that to a player. It tells them something else: “Wow, this is a huge AoE that I need to dodge!” which is actually completely not the case.

I loved the enemies in the Mines, because they were fast, and had interesting moves. The wizards cast Sleep and Lethargy, which target the ground and have an obvious graphic that tells you where the attack hits. You can dodge it. The bats were fast, and rapidly attacked. All the monsters in the Crystal Mines were awesome, even the bosses. The final boss of the Crystal Mines, before you get the first Revelation, had a laser move that you could jump over, or use the Footholds to become immune to it. It had shot patterns every so often, that you needed to dodge. Sure, it also had those stupid shoehorned traps, but overall the fight was okay because the boss had UNIQUE ATTACKS that were FUN TO DEAL WITH.

…Well, I guess I’ll get back to my boss fight. It’s still summoning traps around my campfire as I’m typing this. Heh.

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I agree boss AI really need some polishing to do. Most bosses you can simply kite away. Hopefully the higher bosses implemented will require true “counter play” than just bunny hop 5-10 mins.