Edit: To put something useful top of page: Maintanence tonight (November 24th) at 9PM Pacific. Hotfixes including Verminion tournament stuff.
I'm really torn here--on the one hand, A1S and A2S are basically generic Coil fights. 1S throws Faust at you to get you ready for DPS checks to come, 2 throws a bunch of junk at you to get you to strategize and plan since you have to have a plan for every wave after 5 or so. I wouldn't be surprised to find out 3 is where most of the time this tier went. Mechanically involved without being overcomplicated like Thordan, tuned to require across-the-board competent DPS around i200-205 without requiring particularly great performance, and designed with a constant sense of feedback for progress. Basically any time you have to deal with something new, the field of battle or opponent visually changes.
Then you get to 4 and it really does feel like they ran out of time and just sort of threw it out there. 4 legs that you have to kill one by one, but the individual legs don't actually matter, nothing visually changes as you progress through. You more or less spend seven minutes with the game cycling through pairs of four mechanics: Carnage, Discoid, Dolls, Quarantine. Pushing phases at a bad time is a thing again, which was missed by nobody. Deal with that long enough and you finally get to fight the boss! Nisi as implemented is just offensively bad and there's a reason everyone skips it. I can't believe they had a sufficient number of people test this fight and walk away with the impression it was a good idea. It's also tuned to the point of being potentially problematic, given that the doll check on leg 3 means you have to hit certain DPS checkpoints at certain times.
So I kind of think there's an alternate universe where they played around with things, realized that 4 was kind of a mess of a fight, tuned it lower, and swapped it with 3. Fixed the difficulty curve, ended on an enjoyable enough fight, had a huge impact with some relatively minor tweaks. But it still feels like 3/4ths of Alex was pretty well designed.
Alex just feels either rushed. poorly conceived, or a bit of both.
I'm really torn here--on the one hand, A1S and A2S are basically generic Coil fights. 1S throws Faust at you to get you ready for DPS checks to come, 2 throws a bunch of junk at you to get you to strategize and plan since you have to have a plan for every wave after 5 or so. I wouldn't be surprised to find out 3 is where most of the time this tier went. Mechanically involved without being overcomplicated like Thordan, tuned to require across-the-board competent DPS around i200-205 without requiring particularly great performance, and designed with a constant sense of feedback for progress. Basically any time you have to deal with something new, the field of battle or opponent visually changes.
Then you get to 4 and it really does feel like they ran out of time and just sort of threw it out there. 4 legs that you have to kill one by one, but the individual legs don't actually matter, nothing visually changes as you progress through. You more or less spend seven minutes with the game cycling through pairs of four mechanics: Carnage, Discoid, Dolls, Quarantine. Pushing phases at a bad time is a thing again, which was missed by nobody. Deal with that long enough and you finally get to fight the boss! Nisi as implemented is just offensively bad and there's a reason everyone skips it. I can't believe they had a sufficient number of people test this fight and walk away with the impression it was a good idea. It's also tuned to the point of being potentially problematic, given that the doll check on leg 3 means you have to hit certain DPS checkpoints at certain times.
So I kind of think there's an alternate universe where they played around with things, realized that 4 was kind of a mess of a fight, tuned it lower, and swapped it with 3. Fixed the difficulty curve, ended on an enjoyable enough fight, had a huge impact with some relatively minor tweaks. But it still feels like 3/4ths of Alex was pretty well designed.