@NotWhoUThink said in Fellwyrm is terribly designed:
Fellwyrm being able to be so mobile makes many attacks hard to hit combined with a knockback and a terrible camera/lock-on system accentuates the fact that he is actually very hard to actually hit for a decent amount of damage most of the time.
I can agree that when he's mobile he's hard to hit for some classes. I don't find that to be a problem strictly because he's not constantly mobile. Which is why I made the comment about aggro. I won't disagree about the lock on/auto targeting system being poor. But that's really more of a jab at the game itself than an issue specifically with the fight. If high mobility alone were the problem here than Luther teleporting to stab the ground would be something else to call out. But it isn't. So clearly it's not just mobility that makes the experience feel "bad." But rather they way it's done.
I'm not saying other classes aren't capable of fighting him but that some classes really suffer compared to other making it more of slog and less about actually having fun.
I mean yea, some classes lack the defensive capabilities/mobility others do. But I don't see how this is particularly a problem with his design. If any class is more than capable of contributing to the fight then I don't see the problem. You obviously take issue with some classes performing worse than others. I don't think that is an issue because I choose to look at it as some classes excel at things that others do not.
I'm not going to completely disagree with you here but combined with his mobility it really can get quite annoying.
It's not something i've experiences so I guess I cannot say much. All I know is i've yet to see anyone actually struggle with this. I feel like if his HP/defenses were a problem it would be apparent even if everyone is playing perfectly. But seeing as how that's not the case it feels more like you're trying to say "I don't enjoy this fight and I want it to be done asap so I can stop playing it." Which fine more power to you, but I wouldn't put that blame on the fight itself.
There are plenty of attacks that are not accurate to the visual representation and have lingering hitboxes (namely the fireball attacks).
The only example I can think of is his big swoop attack when he's trying to ram people where you still touch a hurt box even if you're under his wings as he flies over you. That's...kinda par for the course when it comes to enemy hitbox design. Devs sort of expect players to understand what attacks are meant to hit where based on the behavior of the enemy. In this case he's trying to sweep the field. If all you had to do was not be under his body during that attack it wouldn't be a very effective one. As far as lingering hitboxes go that will require more playtime on my part. But at the current moment I suspect it's just improper dodge timing or a connection issue (i.e on your screen you cleared it but to the client you didn't.)
That's exactly why the rewards are terrible is because Buster Advance exists, and unlike like Fellwyrm it's not tied to schedule and can be done at anytime in shorter amount of time.
Well i'd say that's a personal problem then. Not everyone plays the game to be efficient with their time in it. And there's more than enough evidence in game to show that PSO2 is about giving the player options for obtaining loot. Like how we can get Val weapons from the dragon or from the collection sheets. (as an easy example.) Not everyone enjoys buster quests either. My friend whom I regularly play with would rather take on the crimson dragon despite it being frustrating at times than farm busters because he dislikes it's format. I play both because I enjoy both equally. Just depends on my mood at the time.
I actually enjoy PSO2 the most out of any looter experience i've had simply because it's not "go here, farm this one enemy/activity, pray to rng." It's nice that I have options. It's nice that the devs don't really need to constantly balance drop rates simply because they give people more options. It's nice to not feel like I have to rush any content because all MPA content is doable with the catch up mechanics they use to give sub optimal but workable gear into players hands. That way I can take my time when and if I want to do harder things like solo high end extremes or things like phaleg and solo PD. The chase is there if I want it. But it's obtainable in multiple ways. And it's because of this that PSO2 has taken up my entire time for gaming the past month or 2. I rarely play anything else these days.