Pros:- Cool entrance with explosions.
- It made me use everything I had. All items and almost all ammo. The guy sure can take a hit.
- Attack patterns were simple yet efective. Made me look for the right timing to use an item or attack.
- Reinforcements to spice the battle up are always welcome.
Cons:- I felt that having only gargoyles spawning in was a little boring. There are around 20 enemies to pick from, you can give some variety there.
- The fight wasn't as impressive as the first boss, who had the floor collapsing/lowering to signal different stages of the encounter. My ranking would be 1st boss > 3rd boss >>> 2nd boss.
Suggestions:-
Having extra enemies spawn with each switch activation: If you play like me and kill everything on sight before activating anything, you just find yourself flying from one switch to another in complete solitude afterwards. Having different groups of enemies to spawn depending on the switch flipped would liven things up before the final showdown. Spawn extra ammo if possible or it may not be sufficient.
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Purple liquid instead of the green currently present: The boss becomes green when teleporting and launches green thingies in one of his attacks. Said color can make the boss/attacks blend somewhat with the "landscape". I found myself losing sight of the boss in several occassions, even when he was right in front of me. Having a purple background would improve this, I think.
PD: If the purple liquid has the effect of preventing transformations
and the player can't transform
and cheese the fight once the boss appears (both ideas suggested above), it would all fit together. Think about it: there's a field in the "arena" so you can't escape and, if you can't transform, it could be interpreted as "this boss has great power and is able to cancel out NecroGuy powers to morph", as if that purple liquid were of his making. Idk, I think it could justify this stuff while making sense overall.
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Have other enemies spawn among gargoyles: I don't mean to not use gargoyles in that fight as reinforcements. I suspect the point was having something not-too-overwhelming but pestering enough. I can't recall how many portals were there, but let's say there were five. Have gargoyles coming from three of them and the other two spawn shield knights or ghosts. Even wyverns, probably, since they're mid-tier monsters.
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Divide the fight in three stages: Or more, if the team gets inspiration. I think of something like: first stage until 50% hp being what we see currently. After that, second stage where the boss does his teleport animation, dissappears and a handful of dragons appear (three to five, for example). Spawn extra ammo here or lift the unability to morph if that is what you decide to go with (otherwise there won't be enough firepower for this). When all of these are killed, the boss reappears with at least one different attack pattern (or addition) marking the third and final stage. Just an easy way to make this even more engaging and memorable.
PD: I've just thought it would be cool if the boss were riding one of the dragons too in that second stage I mentioned as an example. Just a loose idea, tho.
So yeah, those would be my takes on this final level.