The canos follow you, so the players' instinct is to move from them. Void Agni is regarded as one of the best designed void battles, and for good reason. It even kind of teaches you about baiting, since you want to redirect his peck and flap away from the team, so overall, Void Zephyr is a great beginner fight for approaching endgame in general Veterans will tell you that the stack marker was one of the biggest problems in the earliest days of HMS, and the stack mechanic in general is used in at least two other HDTs. Howling Vortex is one of the most important teaching moments here, as this is the first time, to my knowledge, that new players will see a stack marker. It mirrors 8 ways in that is it's a bunch of aoe lines coming from the boss, and it mirrors Cyclone in that you have to rotate with the lines to dodge them. Spiral Tornados is dual purpose, teaching you about 8 ways and Cyclone. Starting with Void Zephyr, this fight teaches you almost everything about HMS. Of course, for the veteran player, these fights can be cleared in less than thirty seconds, but for newer players who need run these fights dozens of times, they are great for teaching you the basics you'll need in your Dragalia career. ![]() With the elemental trio, we see that each fight teaches players the mechanics of their HDT counterpart while maintaining their own uniqueness by not not being 1 to 1 mini versions of the HDts. There is already a huge issue of players being able to run standard HDTs currently, and I think having bad beginner fight that doesn't even teach you any of the mechanics of the hardest fight just makes it way worse. Void battles were one of the best additions to the game and made it way more fun to play, and I think they function as a vital stepping stone for progression in game, which is why I think the fact that Void Nidhogg and Void Jeanne are very bad at teaching players the mechanics of HZD and HJP is a pretty big issue for the game in the long term. Voids Dragons are suppose to be the perfect fights that teach you the core mechanics of their matching elements HDT and even gives you a weapon to break into them. ![]() In comes void battles, the perfect content that fills the gap between masters and HDTs. There was an about 2.5k might gap in the game that really needed to be filled, because once you got to about 3.5k might on your characters, the game became kind of a bore. ![]() A lot of people were in this weird inbetween where they were strong enough to absolutely destroy master IO and Dragons, but still a bit away from being able to do HDTs. Back in the game's early days, the days before we even had HMC, DL had a big content gap between midgame and endgame content (kind of similar as to what we are going through today).
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