• curiousaur@reddthat.com
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    18 hours ago

    Hot take here, but I don’t mind them. Exactly because they take focus. They tell me when it’s time for a break. If I’m not up for the runback, then I’m not up for aother attempt at the boss.

    • Pyr@lemmy.ca
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      16 hours ago

      Eh, make it optional. On hard difficulty make it a thing, medium difficulty allow it to be skipped.

        • Pyr@lemmy.ca
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          16 hours ago

          I haven’t played silksong, but I’m just going off other games in the past for my experience.

          If you make it through the hallway of meaningless denizens that just waste time and get to the boss, then die to the boss… Why waste time going through the meaningless denizens again to challenge the boss?

          I can see it on higher difficulties when you need to make sure you get through the meaningless denizens perfectly in order to preserve your health and resources to have a better chance of defeating the boss.

          But when you just want to experience the story on lower difficulty why make the denizens less powerful to make the boss easier when you can instead just put the save point in front of the boss in instead of the denizens? You’ve already made it through the denizens, it’s not like you’re skipping content.

          • curiousaur@reddthat.com
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            15 hours ago

            Because if you can’t make it through the denizens, you can’t make it through the boss. It’s a filter.

            • Pyr@lemmy.ca
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              8 hours ago

              It’s not that you can’t make it through the denizens, making it through the denizens is usually easy. It’s just a waste of time for the most part.

            • okamiueru@lemmy.world
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              14 hours ago

              What a weird take. It’s about respecting the players’ time. Making it through the denizens to the boss is not challenging whatsoever. Why would you think it is? It’s just tedious, and bad level design.

              • NewDayRocks@lemmy.dbzer0.com
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                11 hours ago

                It’s a balance between immersion and world building and tedium.

                In silksong the run backs never seen so far that it is tedious. The save point is not right next to the boss fights but for the most part they aren’t egariously far. Plus the save points serve as rest spots for the multiple paths you take. A save point at every boss would be detrimental imo.