Re-iterations for those who did not see the previous videos: I in no way hate this mod. Most of these are pretty fun bosses. However, they're not without flaws and I feel like pointing out the ones I've noticed. Toyosatomimi no Miko: Most of the attacks are alright, but some towards the latter half are a little too difficult. "Ranks of Twelve Levels". Very similar to original spell, but less dense. This attack poses zero challenge with the low amount of bullets, and that's fine. It's well-represented here. "Taoist of the Land of the Rising Sun". Definitely taking off the Lunatic variation of the spell, which a lot of this mod's patterns seem to do. In fact, I think this may be one of its flaws. The spells don't seem to alter even slightly across Classic/Expert/Master Mode, so even a casual player will be pitted against Touhou's most difficult patterns. Not to mention the difference between Terraria's Master Mode and Touhou's Lunatic Mode. Master Mode can be played by overconfident players who for some reason always want to play games on their hardest difficulty because they're not a baby. Master Mode isn't actually really that difficult. However, Lunatic Mode is not for overconfident players, Lunatic Mode is for players who've played that specific game in the series so much that they can capture spells with an arm behind their back. The mod's patterns have been lowered to fit Terraria, but the attacks should not be implemented with the vision of "difficulty" but instead to make an enjoyable experience for those wanting to see their favorite bosses represented in Terraria. If you want Lunatic patterns, Legendary Mode is a thing. Spell itself is alright though; no idea why it speeds up close to the edges though, seems very unnecessary. "Armillary Sphere of Ikaruga-dera". Very difficult to no-hit, but not to the point that it is entirely unfair. Another well-represented attack. "Treasury of the Empire of the Rising Sun". Another fighting game-based attack. Nitori has proved these usually don't work well. However, this one is okay. Once you understand the pattern, it isn't difficult to dodge. However, one of the laser patterns for some reason is inconsistent; the one that is supposed to surround you. For some reason this one can just spawn on top of you sometimes? Seems it wasn't implemented correctly or something. "Guse Flash". One of the worse attacks. Very fast and very dense. Not a good mix for Terraria. And then you additionally layer a fighting game attack on it? Why? It doesn't belong here, the spell is hard enough already, too hard even. Could use some changes to make it easier. "My Way is Truly that of Heaven!". An attack that has the opportunity to be easier for Terraria than her actual final. However, it wasn't actually made easier. The projectiles that fly in from the edges to be absorbed are heavily RNG-based and very fast. Once again, a horrible combination for Terraria. Need I mention the presence of the same fighting game attack from the last spell? Why is it still here? These last two attacks need to dial it down a few notches. This ain't Lunatic mode. Kaguya Houraisan: Again, most of the attacks are alright. But some need some serious attention when it comes to making them more fun. "Meteor Shower". This attack is way too insane to do without infinite flight. RIP to anyone not playing on Master Mode, therefore having no access to the Soaring Insignia. And I believe this boss was added *before* the Empress of Light was even a thing. How did they expect this attack to be dodged? Circling around her to avoid the aimed projectiles works, however the red and blue waves are complete RNG and can sometimes feel entirely unavoidable. Their size or speed need to be reduced. "Dragon's Jewel". About as difficult as the original attack. If nothing was changed about this attack, it'd still be fine. However the small orbs feel like they're a little faster than they should be. "Buddha's Begging Bowl". Don't believe their lies, this is not based on the normal "Buddha's Stone Bowl", this is "Buddhist Diamond" (the Lunatic version). Thankfully, it's not awful, one of the more reasonable attacks in this fight. "Fire Rat's Robe". One glaring flaw is present. Instead of using lasers like the original attack, instead the Lunatic Cultist's fireballs are used. The lasers fly straight at you. The fireballs fly at you, but in a very weird way. This attack feels awkward to dodge as a result. "Swallow's Cowrie Shell". Something tells me this is also NOT "Swallow's Cowrie Shell", this is a lot more like "Life Spring Infinity" (you guess it, the Lunatic version). There is one very big problem with this choice. In the original spells for both SCS and LSI, the blue and pink lasers act as a way to limit your space as you dodge the stars. More than likely, you'll die to the stars. However, in this implementation, the lasers are a very real threat acting less as space limiting walls and more as actual obstacles. This makes the attack so much harder than it needs to be. If it was ACTUALLY "Swallow's Cowrie Shell" this problem wouldn't've even been a thing. "Life Spring Infinity" does not translate into Terraria well at all. The lasers and stars should be fired right from Kaguya or at least from a source close to her. The way it works now, the stars and lasers are everywhere and it just does not feel great to dodge. "Jeweled Branch of Hourai". Replacing "Buddha's Stone Bowl" and "Swallow's Cowrie Shell" for their lunatic version is one thing, but this is just insane. This is like "Tree-Ocean of Hourai" if it was a poorly-designed spell. Now, keep in mind "Tree-Ocean of Hourai" is a LAST WORD. Last Words are not meant to belong in a boss fight, they're extremely, extremely difficult attacks that can take hundreds upon hundreds of tries to beat on their own. It does NOT belong here as part of a boss fight. That's not even to mention the fact of how awful it's been implemented. First of all, the rotation of the bullets changes direction, which the original NEVER does. Second of all, Kaguya (and therefore the bullet source) moves. This really made me think. You made bosses move closer to the player constantly so they don't get too far. Then you implemented a border system so that players don't stray too far from the boss. Yet now that you have the border system, the bosses still move? They don't have to anymore. And DEFINITELY not for this attack. In fact, for some reason, the border isn't even here during this attack??? It's like you realized how awful this spell was, so you removed the border to let players use the run-away cheese. Fix the problem, rather than avoid the problem...
@turtlelord66979 күн бұрын
Koishi Komeiji: One of the most recently added bosses to the mod. I had high expectations, especially after the Tsukumos, which were seemingly added around the same time and were quite fun. My expectations were... far from met. Spells that were difficult and challenging in the original fight are just... underwhelming here. And spells that were fun and unique are... poorly implemented. Even the boss itself feels unfinished with the minion glitch. Whenever the boss despawns or gets killed, your summoned minions will keep shooting at nothing forever. Did you forget to remove her hitbox or something? This seems like something that should've been fundamental and caught early on... "Thorns of the World". You can get a few bonus points for my friend saying he liked the visuals of this attack. However, it is quite... simple to avoid. The vines can be avoided easily the petals despawn very quickly. Not a bad attack, just not very threatening. "Suppression and Release". You combined Instinct "Release of the Id" with Supression "Super-Ego". Both of these are quite difficult spells from Koishi's fight. Yet... they're super simple here. In fact, she runs out of health before you can even see the "Super-Ego" half. Note that I was using a weapon FROM THE MOD. A weapon dropped by Kaguya deals too much damage for the attack to last long enough to see the full thing. Someone forgot to balance their weapon's damage with their boss's HP. Do I have menacing on all my accessories? Yes. But this shouldn't completely melt the healthbar of your bosses. "Hidden Pursuer". All I have to say is, why is this attack here? Yes, it's fun to make a unique attack of your own. But like, Koishi is an Extra Stage boss. She has like... 10 spells. This boss fight has 6. All things considered, you should've been concerned about the fact you had to leave some out... but instead, you leave out more in turn for an attack that isn't even that great? Not to mention the transparent Koishi and its projectiles are next-to-invisible at night. And I thought PC98 had awful bullet visibility. This attack is about as fun as Medicine's "Forsaken Doll". Medicine *was* the best boss of the mod so far, but it was her worst attack. This attack could've easily just been "Embers of Love". "Youkai Polygraph". A very fun attack. I like the way the bullets follow your position and you need to make sudden movements to make big enough gaps to go through. That's my thoughts of the original spell. This representation is... not as great. The lasers are too tightly spaced, it feels very claustrophobic dodging the bullets. The lasers aren't even supposed to be an obstacle, just the lines tracing your position. Yet somehow you made the part that isn't even supposed to contribute to the difficulty attack the worst part of the attack. When you're too close, there's too little space to dodge anything with Terraria's clunky flying movement. When you're too far, the rotation of the lasers is so much faster than you. "Genetics of the Unconscious". One of my least favorite spells from the original fight, alongside "Rorschach in Danmaku". Yet, in this mod it is the easiest thing I've ever dodged. It's so underwhelming it's unbelievable. In fact you can just run-away cheese it. They completely removed the border system for this ENTIRE fight. "Subterranean Rose". This is honestly Koishi's best spell. I just really like the way you need to wait for the roses to pass so you can squeeze through the bullets. It's a fun attack about timing, and the last phase of the spell is even better. When the blue roses go by you need to stay between the red bullets, but when the red roses go by you need to be between the blue bullets. Oh, and the attack in the mod is garbage. What is this? I initially moved away from Koishi, because every single boss in this mod likes getting in your face. Then I found out the roses just explode outwards after a certain distance. By the time I got closer to try and actually dodge, she had already run out of health due to how unbalanced this mod is. But really, why the hell do the roses explode? That is the single most unnecessary change in this entire mod. Clearly the reason is so that the player doesn't go too far. I raise you this: you LITERALLY made an entire border system for that sole purpose! Anyways, not the worst round of bosses. These were certainly no Seiran or Seija. Up next is Tier 7, the last bosses in this mod.