Re: Malise and the Machine - Public Demo Available Now!
ATTN: Eromancer: feature request below.
Yep. I find that lvl5 neon breaks the tentacle with 1 kick most of the time. And lvl5 malice is usually 5 dmg off killing it in 1 kick.
I beat Fleshfather with two Level 4s. It was a cakewalk. My previous attempt was with two level 3s. It was an utter rout. But my armor and lust also happened to be high. From this, I get the impression that your armor state and lust have a critical effect on how well you fight bosses. Your level is more of a raw stats effect - how long you can last, and how long it'll take you to DPS a boss down. The winning strat here appears to be letting Malise mainly DPS FF down with her double-revolvers, or normal attacks to save something for breaking free, while Neon shoots and saves her interrupt for tentacles when possible, but
primarily to interrupt FF's self-heal.
I also found and played an earlier iteration of the game where it's just Neon vs. FF, and it was noticeably easier - the tentacle attack is much slower. In the newer version, if Neon shoots the boss, there's a good chance it'll get its tentacle attack off before Neon even gets to her next action. Which brings me to a
feature request for Ero/Altair:
Would it break the game to have Guard take much less time - say, half, and restore half as many HP/EP? That would easily enable holding one's action to anticipate what an enemy does. Without it, I find Neon often has to do something, and may as well shoot, and now it's tentacle time and there's nothing for it but to spend energy breaking out.
If they have a speed / haste / dex / agility stat (I forget if they do), you could even tie guard time to this - the higher the stat, the lower the guard time, signifying an improvement in their reflexes, which might be necessary to beat off (ahem) enemies with certain very fast special abilities. Could be fun.