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- First floors
- Eric: absolute nothing of a fight, immortalized by memes about making tanks ruin their parse to remove all thought from the one mechanic that is more complicated than ex level.
- Big Carb: Pretty much the right difficulty for a first floor but maybe shouldn't have had a One Mechanic That's Weirdly Demanding for it - makes a bit of a wall in PF though not as bad as others
- Literally Who: Same as above though the One Mechanic is less strict. Best of the lot
- Second floors
- Weird horse: Still very much a nothing fight by comparison, but comes off better for having a memorable gimmick. Whether the curve would be smoother by making P2 harder or P3 easier is a matter of taste
- Covid Girl: Close to ideal, especially in rewarding you by skipping a harder mechanic through DPS as you get better at it. One Mechanic isn't that bad, just took a while to work out an ideal strat
- See You On Reset: All the mechanics here that are problems, are problems because they rely on the weakest parts of the game - being comfortable with where other people are going to consistently move, and picking up tethers that may or may not even be visible. Is a fight designed to ruin PF/voiceless play specifically.
- Third floors
- Ayy it's phoinix: Feels like a big jump from 2, but only because of similar problems as above; much harder in PF than static. Has the same issue with being harder because you don't know whether someone will be in the same spot every time for certain things, and assigning exact spots only works in PF for one lockout.
- Tree: Could have done with a little more thought put into the big setpiece mechanic; something like sleepo strat really shouldn't work. Is also kind of a sleepo fight before that, but the relevant DPS check makes up for it to some degree.
- Elidibus: Very clever, makes a nicely escalating difficulty curve out of very few building blocks. Just weird that it's easier than the floor before because of the nature of what each floor is testing.
- Fourth floors
- Dracula daddy: Works well, has a similar problem to P3/P10 with exact positioning on one mechanic (pinax this time) but that's more understandable on a final floor, and the relative strictness of how it works makes it less awkward. Feels like P3 goes into P4 smoother than P2 goes into P3.
- Lahabrea: Starts to show my issues with the current format of door bosses; they were much better in Omega's first two tiers and Weapons when the door boss was a short fight and the main boss was only slightly shorter than normal fight length. When the two halves are of equal length and complexity, it's just very exhausting. The wall mechanic here is placed relatively early, which is good for this sort of thing.
- Final Girlboss: If they're going to do the thing where the bosses are of equal length though, this is how they should do it all the time. No one mechanic is a distinct wall, and everything gets slightly more complicated as it goes on until it drops back down by the end on each form. The other two had a bit of a problem with the back half feeling like a disappointment compared to the front half once the puzzles are solved; Athena doesn't have this because the puzzles are still tense in terms of execution.
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