Finally beat Leviathan and that was a good and bad fight at the same time. The general design and patterns of the phases are rather good, but I think the decision to make the player just get right into it and actually have the only HARD Eikon fight ever is a poor decision. If they wanted to design a fight this way, it would have helped to have a mid-boss before Leviathan which is easier but trains the player to remember all the nuances of Ifrit's attacks first. Otherwise it's just frustrating to be thrown into a battle where you can die over and over just because you aren't familiar with the moveset of a thing that you basically use less than 6 times in the game and usually 5-10 hours apart.
Oh and the shield portion of Leviathan? Very poorly tuned. I did a bunch of calculations each time I failed it, and it's clear that the sort of tuning they had for it is not quite right. There's a fine balance between tough and frustrating and this one falls within frustrating and annoying for sure. It's not even particularly hard in a fun way unlike the final phase, which I looooooved. The shield part is just repetitive and depends entirely on the player not getting delayed or interrupted one or two times. Way too tight, not fun.
The final phase though? By that time Ifrit should be so familiar, ever movement, every combo, every counter, so many patterns to practice on and so so so satisfying.
I'm really surprised that there are a bunch more quests linked to what seem like hunts post-story in the DLC too. And also more advanced stuff to craft. I doubt I actually need any of this to finish the game at this point, but it feels fun.
Oh and the shield portion of Leviathan? Very poorly tuned. I did a bunch of calculations each time I failed it, and it's clear that the sort of tuning they had for it is not quite right. There's a fine balance between tough and frustrating and this one falls within frustrating and annoying for sure. It's not even particularly hard in a fun way unlike the final phase, which I looooooved. The shield part is just repetitive and depends entirely on the player not getting delayed or interrupted one or two times. Way too tight, not fun.
The final phase though? By that time Ifrit should be so familiar, ever movement, every combo, every counter, so many patterns to practice on and so so so satisfying.
I'm really surprised that there are a bunch more quests linked to what seem like hunts post-story in the DLC too. And also more advanced stuff to craft. I doubt I actually need any of this to finish the game at this point, but it feels fun.