I actually like the lock and key approach because it's a good way to test your knowledge of new mechanics, but I do think they could be more clever about the strategy and work in older and more general abilities. Something kinda like Mazaal or Big Octo in Minish Cap.
I agree, a blend is best. A boss with this defeat pattern would work.
1. Boss has a weak spot, but it's inaccessible.
2. The first step to revealing the weak spot is slashing it up with your sword. You don't deal permanent damage thought.
3. After enough damage from the sword, the boss will shift into a form via which you can use the dungeon item to open the weak point up to slashing.
3. The boss will also shift into this form after occasionally performing a particular attack, but the more active approach is much faster.
Well I wouldn't be so formulaic with that, but essentially a dynamic boss fight that involves the dungeon item in some way would be good. The dungeon item doesn't even need to be required to damage the boss, it could also be involved in dodging or countering. Another example from Minish Cap, the Gyorg Pair. Roc's Cape isn't required to actually hurt the Gyorgs, but you do need to use it to switch from one to the other and to dodge the Blue Gyorg's tail.
Heh, poor Bolin. I genuinely felt sorry for him right then.
Morpheel was a pretty easy boss, but it gets points for an awesome appearance. Stallord takes the cake for my favorite TP boss. The Spinner is still one of my favorite Zelda items. I'm hoping we see some form of it in Zelda U.
Currently playing: Ys VIII: Lacrimosa of Dana (Switch), Phoenix Wright: Ace Attorney Trials and Tribulations (Switch/AAT)
Heh, poor Bolin. I genuinely felt sorry for him right then.
Morpheel was a pretty easy boss, but it gets points for an awesome appearance. Stallord takes the cake for my favorite TP boss. The Spinner is still one of my favorite Zelda items. I'm hoping we see some form of it in Zelda U.
I think the awesomeness of Stallord isn't as much the boss design as it is the coolness of the weapon itself.
Currently Playing: Steamworld Heist, The Legend of Zelda: Majora's Mask, Tales of Graces F
I think the awesomeness of Stallord isn't as much the boss design as it is the coolness of the weapon itself.
Well, of course; It's just a big skeleton! Morpheel and Stallord, just like Molgera, are both about the sheer scale and function of their rooms (read: stages) as well as their boss design. Granted Stallord has a bit more involved gameplay than Morpheel who in turn has more than Molgera.
Morpheel was crap though. He does NOTHING in the second stage
It was literally just 'here's a better, cooler version of both Morpha and Molgera' and there's nothing wrong with that; those fights had cool mechanics / animations, but were pretty limited in their original forms. Hero mode would help a lot, honestly.
Me being great with names and all (not), I start checking the zelda wiki looking at all these bosses and get an instant bout of zelda craving...
Yeah, seeing the lighting on the Molgera larvas' glowing eyes in Wind Waker HD makes me excited for a big, next-gen, anime-toned Zelda game to use that kind of beautiful, colorful lighting from the start.
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