{"id":85627,"date":"2025-01-28T23:38:00","date_gmt":"2025-01-28T23:38:00","guid":{"rendered":"https:\/\/dejan.au\/index.php\/2025\/01\/28\/the-first-descendant-players-call-for-major-change-to-boring-boss-mechanic-dexerto\/"},"modified":"2025-01-28T23:38:00","modified_gmt":"2025-01-28T23:38:00","slug":"the-first-descendant-players-call-for-major-change-to-boring-boss-mechanic-dexerto","status":"publish","type":"post","link":"https:\/\/dejan.au\/index.php\/2025\/01\/28\/the-first-descendant-players-call-for-major-change-to-boring-boss-mechanic-dexerto\/","title":{"rendered":"The First Descendant players call for major change to \u201cboring\u201d boss mechanic &#8211; Dexerto"},"content":{"rendered":"<p>The First Descendant players call for major change to \u201cboring\u201d boss mechanic NexonFans are slamming a recurring boss mechanic in The First Descendant for its lack of originality and artificially extending combat in an unfun way. As a PvE game, The First Descendant pits players against large mobs of enemies, stronger elite units, and massive boss monsters. As the bosses are a single target, the players should be able to overcome them by throwing all of their best skills at them. The problem that players are having is with the boss\u2019s \u201corb\u201d mechanic. This is when you damage an enemy to the point where it spawns several orbs, which the player has to destroy, as the boss cannot be damaged while they\u2019re in play. Unfortunately, the developers may have relied on this strategy a little too often, as fans on The First Descendant\u2019s Reddit page are criticizing the orbs, as they\u2019re too present in the gameplay and grind things to a halt when they appear. \u201cWait till you get to the version where you have to kill the orbs in the spawn order of the orbs, oh and the boss moves around so you can lose track of them,\u201d one player wrote, while another said, \u201cAs soon as a saw how often and obnoxiously bosses were being shielded, I had a feeling this would be one of the major complaints.\u201d The First Descendant\u2019s rocky state at launch has exacerbated the issue, as pointed out by one player: \u201cThe mechanic is made worse when you fight a boss in a cave, and the orbs clip through the roof, can\u2019t even touch \u2019em unless ya kite him out haha.\u201d One player summed things up perfectly: \u201cIt\u2019s a gimmick and an obnoxious one at that. You could change that to anything else in the world and it would improve the game.\u201d The First Descendant is hardly the first hero-based looter shooter. Over the years, we\u2019ve seen countless gameplay gimmicks for bosses in different titles, so it\u2019s unclear why this game leans so heavily into temporary invincibility while the player deals with additional units. It could be a case of cutting down on development time, as it\u2019s quicker to repurpose an existing mechanic than to create a new one. Hopefully, this choice doesn\u2019t turn people away from The First Descendant at launch, as boring repetition is a great way to make people stop playing your game.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The First Descendant players call for major change to \u201cboring\u201d boss mechanic NexonFans are slamming a recurring boss mechanic in The First Descendant for its lack of originality and artificially extending combat in an unfun way. As a PvE game, The First Descendant pits players against large mobs of enemies, stronger elite units, and massive [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-85627","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts\/85627","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/comments?post=85627"}],"version-history":[{"count":0,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts\/85627\/revisions"}],"wp:attachment":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/media?parent=85627"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/categories?post=85627"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/tags?post=85627"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}