I was too lazy to try out this rework when it was first released in testing, so I can’t really comment on the changes between that and this version. I’ve recorded two rogue solo runs (one with maxed divine and one with unmaxed legendary, both with the same order of red>blue>black>green) so that it will be easier to talk about possible issues by showing them happen and all. Note that a lot of the footage was sped up beacause otherwise the video would have been quite long.
Positives
- Most of the sprite art in this dungeon is really good. Not much else to say about that.
- Overall the whole different-order-changes-the-rest-of-the-bosses thing seems to work quite nicely, and I like how there’s small difficulty differences between the various orders. Makes replaying lods real spicy.
- Gameplay feels quite balanced and the difficulty feels just about as hard as intented (if not a little harder with some orders :3c)
- I don’t know if intentional or not, but some of the bullet patterns are beautiful. For example, that one spinny pattern both Ivory and Feargus use where the mirrors/shades shoot lines and spin around the boss looks pretty neat, and the one where Limoz’ shields spin and shoot towards the boss, making a pretty spiral.
- The way Nikao breaks through ice in the whack-a-mole phase when feargus is picked first is a nice attention to detail (could maybe work as a nice fan-art OwO)
Negatives/issues/etc.
- One of Limoz’ shield phases where the shields shoot towards the dragon while spinning around the boss gets really messy if the shields are paralyzed (Note that if they can be paralyzed just because of the status effect update on testing, this whole part can be ignored.)
Once the shields are paralyzed, they have a chance of changing rotation direction. This leads to the phase becoming a bit messy. In the video this can be seen at 2:16.
- Permacloak rogue feels a bit too overpowered when soloing, mostly during Ivory fight. When blue was picked second, Ivory often just stood there and didn’t shoot a single thing in some of the chase phases (This can be seen clearly in Ivory fight which starts at 12:30). Of course, this isn’t a huge deal since solo lods are quite rare, but I think it’s still worth mentioning.
- I hate to say this, since it was clearly done for a reason, but I don’t really like the new Ivory design. I mean I do like the design, but I don’t like that it’s meant to be Ivory, you know?
Naturally this is just me refusing to take my nostalgia goggles off, but might as well still get this out of the system and all. I get that the original long boi wasn’t really a wyvern or ivory colored, but it’s been burned so deeply into my brain that it’s hard to think about Ivory Wyvern as anything else. It was still a cool design even though the name and sprite didn’t match.
This new chad looks nothing like him, and because of that he feels like a whole different character. To me this feels like as if Oryx got tired of the white Ivorys shit, fired him, and hired this new hunk to replace him.
To be fair, the new sprite does look nice and does its job quite well. I’d actually be perfectly fine with this update if it didn’t mean that the precious white boi gets completely wiped from existence because of it. Of course, with a little work the original could be used as an easter egg npc (or even petskin) or just about anything like that, just to give it a little respect you know cough cough. But even if the old one gets thrown into the void never to be seen again, that wouldn’t be the end of the world. At the end of the day this all comes down to preference, and some players are going to be upset either way.
Summary
Overall, a pretty good rework. The little nitpicks aside I think this is way better than what we have now, and it’s going to be interesting to see how things will turn out. Great moves, ugc! Keep it up, proud of you.
Edit: grammar and talking about video being sped up