I really wish this piece of shit were more in line with the difficulty of the rat and the crab. As it is when I encounter the sad ghost on floor 3 I have to decide whether the cost of food/health, not to mention the sheer annoyance factor, is worth the slim possibility of a good reward.

Having the best choice be just not to engage with one of the dungeon’s challenges doesn’t seem like good design.

The fact that he’s more difficult to handle than Goo is rather insane.

Edit:

#BRUH

Y’all, I can handle the fucking gnoll trickster. This isn’t about “oh this dude keeps ending my runs”, okay?

It’s just that, especially in comparison to the other two minibosses in sewers, he’s fucking EXHAUSTING to deal with. Even reading all of y’all’s advice it still amounts to “yeah he’s a big stupid pain in the ass but if you just carefully and precisely tweak his nipples in exactly this fashion you can beat him”.

I am complaining that he is out of line, challenge-wise, with the other two minibosses. That’s all. Even bringing the other two up to his level would be satisfying, because then he wouldn’t be such an UGH moment.

  • Riversedgeknight1@lemmy.world
    link
    fedilink
    English
    arrow-up
    0
    ·
    edit-2
    1 month ago

    With bandits, which also pathfind away from you, they have a slightly reduced movement speed so that you can catch up every 6 turns or so. I feel something similar should be implemented with the trickster. It would preserve the challenge of the boss and its core mechanics, but make it beatable without requiring specific items to counter.

    • Mr. Semi@lemmy.worldOP
      link
      fedilink
      English
      arrow-up
      0
      ·
      edit-2
      1 month ago

      You also encounter thieves three floors later and after a shop. You’re much more likely to have extra tools to deal with them.

      Honestly even just bringing up the other two mini bosses to similar challenge levels as the trickster would help with the “aw fuck” feeling of finding the sad ghost on floor 3. Or hell, just swap his position with the crab. One extra floor of preparation with the knowledge that he’s coming up.

      Also, Goo is way too easy to trivialize. Having him continue his pump up attack and making it trample grass or even break/pierce walls when line of sight is broken might make him a little more interesting, for starters…