EQ 2.2 Mysterio - how a fight shouldn't be designed
I feel like this Mysterio is prime example of what I hate in terms of fight design. I want to use this thread to write down my feedback.
So why is this fight bad in my opinion? It is combination of the following:
- poison (you need immune champ or science)
- if you bring science as a counter, you will have to dex a lot and then deal with counterstrike
- counterstrike makes all hits unblockable so you have to slow down and play careful
- as with every Mysterio, you have to wait after every SP1/SP2 until his gases expire (unless you can bypass the miss on SP2)
- this Mysterio gets a bar of power everytime you get a 1st bar. Which makes him throw SP2s or SP1s super often. Yaay, more waiting time
- you gotta also keep the Falter node in mind, which means a further slowdown in the fight's pace
So in summary:
Is it a hard fight? NO. There are quite a few options and the healthpool isn't too big.
What is so bad? The mindnumbing slowness of the otherwise-okay fight. Having to wait all the time isn't fun, at all. The fight is boring, irritating piece of badly designed content. There is no challenge, there is no fun, there is only waiting to get a window for couple hits before you have to stand there and watch like an idiot again. I sincerely hope we won't be seeing such way of designing fights more often, because this turns a fun, challenging fighting game into a boring chore