Bizarrely Easy Boss Fights

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Ishigami

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Final Fantasy VIII: Ultimecia

I only had two limit breaker on Rinoa. One of which gave immortality (something Moon?)... well after the HP dropped down to 1 for the first time and I was able to spam them my party was immortal for the remaining fight since I had 50% chance to gain immortality... rather lulz and that wasn't even my intended tactic it just turned out that way...
 

Poetic Nova

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Magenera said:
Wilhem from Borderlands2. Hearing how difficult he is, and how he took down the last vault hunters you would think he would be a badass. Went out real quick. Also Dragon Dogma, was told the white hydra would be hard, within a few seconds using High Bolide he is done. I am forgetting a few bosses.
Especially with Tiny Tina's unique quest reward called Teapot (Corrosive Pistol).

Final boss from the same game is even easier, when done right he can't hit you.
 

Kitsune Hunter

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Dec 18, 2011
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Alduin from Skyrim, i mean fighting him on the Throat of the World was an alright boss fight, then after he fled to Sovngarde to restore his power by eating souls, I was then expecting a tough,good final battle, only for me to be disappointed as I took him down in 5 minutes. I had my hopes high for a epic final battle against Alduin, the World Eater, the Nordic God of Destruction, I mean talk about anticlimatic
 

Saulkar

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For me it would have to be Dr.Ned...

HOLY FUCKING SHIT!!!
 

SlaveNumber23

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mitchell271 said:
So I was playing through Deus Ex: Human Revolution recently and...
the second boss fight, the one that takes place in Eliza's core room was really, really easy. I didn't grab the heavy rifle before going in, I didn't use my guns to electrocute the ground, I just used my Typhoon on her twice. That's it! That killed her! It was really weird because combat in the game is normally very challenging, especially if you sank all your upgrade points into stealth and hacking.
So, has anyone else played a game with a oddly easy boss fight?
Hmm really? I found that second boss really difficult, I didn't have Typhoon though so maybe thats why. I found the third boss extremely easy though, just 6 or 7 shots of my exploding revolver and he was down first try. Also, The Manticore boss in Torchlight 2 I found really easy even on Elite difficulty. It was weird because the enemies in the level leading up to the boss were quite challenging and then the boss was easy as hell.
 

The Wykydtron

"Emotions are very important!"
Sep 23, 2010
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Nyx from Persona 3. So apparently saving every single Soma the game gives you specifically for the final boss makes it crazy easy. Thanks for hyping it up for me Internet!

Oh and Easy in Persona 3 is way, way easier than Easy in Persona 4. That probably threw me off a bit. You know those free get out of death items the games you on Easy? I burned though them all in P4 before the halfway point. Whereas in P3 I ran out at roundabout the three quarters mark.

Also, this guy was far too easy considering what he stands for, what he protects and what he symbolises.

 

Denamic

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Magenera said:
Wilhem from Borderlands2. Hearing how difficult he is, and how he took down the last vault hunters you would think he would be a badass. Went out real quick.
I feel it should be obvious, but the fact that he spouts error messages during the fight and the fact he drops a rigged power core is pretty indicative that he was weakened on purpose so you'd win to serve a scheme.
 

Crazycat690

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Well, the final boss fight in Skyrim, considering that simple bandits we're a bigger threat I don't see why people was afraid of that dragon to begin with. Fat chance that dragons would rule the world...

Who else, well the worm-boss thingy in Darksiders, the other bosses set up somewhat of a challenge but I was surprised when that worm demon died so easily.

Also, many bosses in Borderlands, although that's mostly because there are so many ways to exploit the game... lol.
 

Mauso88

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Feb 3, 2011
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Azmodan from Diablo 3, as a Wizard he couldn't even get near me. Belial, however, is a different story.

The Warrior from Borderlands 2, again it could be the class (Siren), but he didn't seem much of a threat, the Hyperion Ring of Slaughter kicked my arse more then the Warrior.

Alduin was never much a threat either, the three heroes just tank him, while I spam frost spells and Dragonrend. There are dungeon bosses are tougher than that scaly wuss.
 

BrotherRool

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The last encounter with Seymour in FFX. Boss battles in FFX were incredible tactical feats, requiring incredibly precise tactics and use of special statuses, up to the point where one of the battles before this Seymour fight involved deliberately letting your party be zombified on one turn to avoid an instant death attack the next, curing the status and healing up as much as possible in one turn and then going zombie again etc...

In particular all of Seymours fights had been ramping up, messing around with petrify all sorts of strategies as he became stronger and stronger every time...


... and then you meet him in the last most epic encounter with him and you just have to cast null element x whenever the game tells you in big letters that he's about to use element x. I had to use a walkthrough for almost every boss in the game (I was young!) but then one didn't even require a reload of pause. It's over pretty quickly too

Sacman said:
But honestly those boss fights worked well... considering it did account for different play styles and left it open for the player to actually decide how to go about each fight... other than the occasional supposed to lose fight...<.<
This in many ways is pretty much true of the DX:HR bosses, in this thread, on the first page alone people have described 4 completely separate ways of owning the boss. All the bosses had stealth mechanics programmed in, they all had multiple weaknesses and strategies, they could all be typooned, they could all be stunlocked, they all be straight up shot, or defeated with well placed mines and barrel throws.

... it's just they killed you so quickly it never felt like you had time to experiment with these strategies and the battles become a horrible unfun experience in reloading. Only the last boss battle had a kill switch which is the greatest flaw and none but the last used hacking at all, but I think if they just lowered the DPS the battles would have turned out to be a lot more interesting. There's a huge amount of detail in them, it's just impossible to see.

Catfood220 said:
Maximillian from Valkyria Chronicles is so very easy to beat. I was surprised I struggled so much with him when I discovered this.

Basically you fire a smoke round at him to stop him attacking and take out his sheild generators with your snipers and lancers. You should have your most powerful flamethrower equiped on Rosie and have her run up and use it on him. She should duck most of his return attacks. Repeat until he is dead, he can be beaten in 2 turns, if he should take Rosie out, use another shock trooper, I only suggest using Rosie because she can't die permanently.
Wait snipers are actually useful in Valkria Chronicles??
 

Tiamattt

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FF12's final boss was pretty darn easy, although it is possible I overlvled trying to buy all the overpriced stuff at the store. :p
 

Sacman

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BrotherRool said:
Sacman said:
But honestly those boss fights worked well... considering it did account for different play styles and left it open for the player to actually decide how to go about each fight... other than the occasional supposed to lose fight...<.<
This in many ways is pretty much true of the DX:HR bosses, in this thread, on the first page alone people have described 4 completely separate ways of owning the boss. All the bosses had stealth mechanics programmed in, they all had multiple weaknesses and strategies, they could all be typooned, they could all be stunlocked, they all be straight up shot, or defeated with well placed mines and barrel throws.

... it's just they killed you so quickly it never felt like you had time to experiment with these strategies and the battles become a horrible unfun experience in reloading. Only the last boss battle had a kill switch which is the greatest flaw and none but the last used hacking at all, but I think if they just lowered the DPS the battles would have turned out to be a lot more interesting. There's a huge amount of detail in them, it's just impossible to see.
No, the biggest problem with the boss battles was the fact that all of them, without exception, are designed almost entirely around one type of character build... not specifically that they were over powered, though that was certainly part of it... It's that you had to shoot them to death, or follow the directions on how to beat them, there was no other option, sure they had specific things you could do to win, but it's so specific and requires such a uniform set of directions that there might as well not be any choice in how you handle it... might as well make the first boss only take damage from barrels or the second boss only take damage from electricity, which would still undermine the idea of unique character builds and favor specific character builds over others, which is the initial problem...

and placing mines and stun locking aren't particularly viable... unless you feel like glitching character animations and that's still poor design, but of a different sort... and stealth is about as well implemented as an axe head is in the victim of a serial murderer... it's like the stealth in Metro 2033... you're either wondering around waiting to bump into someone who than starts shooting at you... or you just use it to cry in a corner for a bit before you're spotted and the shooting begins again... there just isn't enough depth in the level design or boss AI to facilitate much in terms of stealth mechanics... not to mention the fact that the stealth mechanics themselves aren't suited well for the kind of tactics required for a boss...

You can describe as many ways as you want to beat a boss, but most of them simply aren't a viable option... even with specialization...

If hacking or platforming mechanics were actually implemented, it might've been better... but even that would just be touching the tip of how the boss fights could've been improved... I mean the boss fights from the original Deus Ex are a decent example... I mean each boss fight, wasn't particularly deep but they had their quirks and were generally accessible by any and all character builds... mostly due to the fact that they were basically just stronger regular enemies... I mean a well designed boss battle goes beyond the room you fight them in...

The best thing the boss fights in Deus Ex did, from a gameplay perspective, was make them at times optional and actually having alternatives to fighting... So that even a character not meant for combat can still win, or at least make past that part... but the best thing they did for the boss fights at all, and this is something that Human Revolution didn't even touch on, and that is that the boss fights actually made sense, for character development and plot... and they didn't undermine the player's own role playing experience...<.<
 

Trivun

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Dec 13, 2008
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Evrae for the second time in FFX - you just chuck two Phoenix Downs at it, what with it being a zombie and all, and it's gone. Interestingly enough, the first time you fight Evrae it's very difficult to beat, especially given it has some pretty over-powered attacks in the first fight and you need to be careful in your turn timing to avoid them...

Oh, and in the first Gears of War (haven't played the sequels yet) the Beserkers are surprisingly easy. Just dodge every charge until you get outside and use the Hammer of Dawn, and that's it. Not sure if they count as 'bosses', of course, but still...
 

SL33TBL1ND

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mitchell271 said:
So I was playing through Deus Ex: Human Revolution recently and...
the second boss fight, the one that takes place in Eliza's core room was really, really easy. I didn't grab the heavy rifle before going in, I didn't use my guns to electrocute the ground, I just used my Typhoon on her twice. That's it! That killed her! It was really weird because combat in the game is normally very challenging, especially if you sank all your upgrade points into stealth and hacking.
So, has anyone else played a game with a oddly easy boss fight?
As someone who didn't ever buy the Typhoon and didn't have insulation, that was the most fucking infuriating boss fight ever.

My submission however, was the Leviathan from Penny Arcade Adventures 3. It took about 1 hit and died.
 

Playful Pony

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Sep 11, 2012
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Final Borderlands boss comes to mind. I found a bug and got stuck unable to fire at the damn thing for the entire battle, and we STILL kicked it's ass without anyone even being knocked down.
 

Quesa

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GW2 dragons. They're very casual-friendly so everyone can get them a dragon kill and phat lewts anytime they want. None of the three open world dragons actually do any direct damage (though the Claw does a fairly respectable amount of AE damage, and is such an obnoxiously long encounter).

It's so counter-intuitive to stand beneath the jaws of a 200' long dragon completely confident he's not going to snap you up, or flick you with his claw, or even look at you. It is a fun, cinematic feeling to be the one person to run in and meet Tequatl as he lands, though.
 

BrotherRool

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Sacman said:
No, the biggest problem with the boss battles was the fact that all of them, without exception, are designed almost entirely around one type of character build... not specifically that they were over powered, though that was certainly part of it... It's that you had to shoot them to death, or follow the directions on how to beat them, there was no other option, sure they had specific things you could do to win, but it's so specific and requires such a uniform set of directions that there might as well not be any choice in how you handle it... might as well make the first boss only take damage from barrels or the second boss only take damage from electricity, which would still undermine the idea of unique character builds and favor specific character builds over others, which is the initial problem...

and placing mines and stun locking aren't particularly viable... unless you feel like glitching character animations and that's still poor design, but of a different sort... and stealth is about as well implemented as an axe head is in the victim of a serial murderer... it's like the stealth in Metro 2033... you're either wondering around waiting to bump into someone who than starts shooting at you... or you just use it to cry in a corner for a bit before you're spotted and the shooting begins again... there just isn't enough depth in the level design or boss AI to facilitate much in terms of stealth mechanics... not to mention the fact that the stealth mechanics themselves aren't suited well for the kind of tactics required for a boss...

You can describe as many ways as you want to beat a boss, but most of them simply aren't a viable option... even with specialization...

If hacking or platforming mechanics were actually implemented, it might've been better... but even that would just be touching the tip of how the boss fights could've been improved... I mean the boss fights from the original Deus Ex are a decent example... I mean each boss fight, wasn't particularly deep but they had their quirks and were generally accessible by any and all character builds... mostly due to the fact that they were basically just stronger regular enemies... I mean a well designed boss battle goes beyond the room you fight them in...

The best thing the boss fights in Deus Ex did, from a gameplay perspective, was make them at times optional and actually having alternatives to fighting... So that even a character not meant for combat can still win, or at least make past that part... but the best thing they did for the boss fights at all, and this is something that Human Revolution didn't even touch on, and that is that the boss fights actually made sense, for character development and plot... and they didn't undermine the player's own role playing experience...<.<
Honestly I really don't agree, look at the first boss. If you sneak, he loses track of you and you can hide and take potshots at him whilst he's not looking if you have a stealth build. You can throw barrels at him with an augmented build. If you have a stun gun and plenty of ammo, stunlocking the first boss is very viable. If you've been stacking up armour you can take him out in a straight gun fight. If you've got typhoon, well instant win.

I stealthed the first boss, theres loads of videos on Youtube of people baralleling him, I've seen videos of someone stun locking and I was watching an LP where they went the shooty way.


Equally the electric floor is a valid option with the second boss, or you can chase her around whilst she tries to turn invisible, or you can take out the electricity things from distance with a weapon. Or you can stun her, take a shot with something stronger, stun her, take another shot again. Or you can typhoon her or you can dodge her charges and plough into her with something shotgunny whilst she does that.

I've seen people do all of those, but I think the point where we've got crossed wires is, I believe that whilst you have to be very skilled for them to do it now, if they'd turned down the DPS, then all of them would be very easily viable, if they're viable now for skilled player who know exactly what needs to happen, then with more time in the game you could have explored them and found them out.

This is what I think people missed, the devs included a lot of different strategies to take down each boss, but the power of the bosses meant it wasn't viable to discover these strategies and people didn't.


Take the second last boss, again if you stealth he loses track of you and you can take potshots, or you can run around the maze and never let him get a lock on, or if you've brought big guns with you, you can shoot through the walls and take him out like that. Or typhoon, or melee etc. But the problem was whenever I thought him, I would start trying one of those strategies and he'd kill me in two seconds for putting a foot wrong. So stealth stopped being viable, despite the mechanics being there just because if I got my stealth wrong for a second I'd lose the whole boss fight.


They were actually quite similar to MGS boss fights in design, using the water and footsteps to track an invisible person etc, it's just in MGS you've got time to try out strategies in a boss fight.



However I agree that they a)had nothing for hackers and charisma people except in the last bossfight, and b) needed more options to make the bosses skippable, but I'd like to note that they didn't avoid it entirely because the last bossfight (against the computer) is skippable if you have decent hacking, or speech check the last boss. It's also for all purposes and intent, skippable if you've got a shoot through walls weapon
 

Bloodstain

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Gmans uncle said:
I'm simply shocked that nobody's mentioned this beauty yet...

One of the only bosses I found ridiculously easy at four years old.
This of course.

Also the final boss of Final Fantasy X.
 

Sam Warrior

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The Dragon God from Demons souls was strangely easy, he killed me two or three times before I figured out that you could break the walls down the side passage. Once I had that down I killed him without taking any damage. It was more a question of watching cut scenes kill him than actually doing battle with a god. Also all of the Dragons in Skyrim bar maybe the first one depending on how quickly/ what level you are when you get there. Bears and trolls were consistently more of a threat in Skyrim than the dragons. Alduine was stupidly easy in full Dadric gear, it was actually very disappointing for me to get to the end battle in a really cool location and then kill the final boss in under 5 minutes. I think the lesson learned from this is that dragon gods don't make good boss battles.