A lot of the late game bosses have some questionable design issues.
Plaguebringer Goliath darkening and tinting the screen green can make a lot of his obstacles difficult to see if you summon him underground. Inside your Plantera arena, for example, where the background tiles may also be green. It's kind of yuck, and while it makes the fight harder, it's not harder in a player-friendly way. If I have to change my screen contrast to see something, that's a problem.
Polterghast's late-fight projectiles are a mess. I don't know what's been altered about that with the new version, but the excuse "it's bullet hell" doesn't apply if there's not a pattern and if the player lacks the fine-tune movement to dodge the bullets. They're just everywhere in Death Mode, and while that's supposed to be the hardest it gets, it's kind of lame to force a player to keep a Rod of Discord just to duck out of random bouncing projectiles that happened to form a zone of no escape. It's also very hard to make a snap judgement as to whether you're in such a zone.
Devourer of Gods is super lame once you get down to it. I've nailed down three ways of beating him, and each method is tedious. The easiest is to go vertical. Either dig a deep hole and fall down it, or equip a lot of jumping items and leap into the sky at 150 mph. Attack as DoG follows you. The challenge won't be avoiding DoG, it'll be nudging your character a bit to the left and right to avoid the laser wall. It takes practice but you get used to it, and after that you're just waiting for this massive health sponge to shut up and die. And do mean shut up because he quips at you like a thirteen year-old. I understand DoG is a powerful being, but I've figured out his shtick and I'm not impressed by his whining.
Perhaps it's my fault for not usually approaching DoG in the horizontal fashion he may be intended to be fought, but DoG screws with your movement, so I don't like to play his game. I alter Terraria, I build the arena, I make the rules. If DoG is going to interrupt my run speed or mess with my flight, then we're going to do things in a way that cancels out his advantage. It's basic sense. I don't particularly appreciate him phasing out of existence to drag out the fight, especially after I've already mastered the laser wall, because I'm now I'm just waiting on this oversized worm to realize its been beaten.
Yahron is just Duke Fishron turned up to eleven, and I'm not super fond of Duke Fishron in the first place just because the random teleporting can give him an attack vector you're not in a great position to dodge. Personally I think it's silly for the dragon to talk down to me about my worthiness. You're the one getting destroyed, punk, I should be the one deciding who's worthy. I don't see why killing Mothron for the billionth time proves I'm ready to continue wrecking your dumb face, but okay, I'll humiliate the dragon twice if it wants. Whatever.
Then finally there's Calimitas. The way it's designed kind of invalidates gear progression. Its health is gated off so even if you have a powerful weapon you're stuck jogging through its routines at roughly the same pace. What're you going to do with your Shadowspec gear? Kill Yharon? Doesn't Yharon have a DPS cap? Kill DoG again? Why? I mean he'll start phasing to drag the fight so it's not even fun. That's not even getting into the bullet hell thing, where again, the randomness of the projectiles makes a Rod of Discord important to get through in case you're trapped by bad luck. I also agree that the hit counter is a bit obnoxious. Excuse me for taking my time and relying on my regen but there's random projectiles everywhere and I can't always conveniently fly up to where the next target's at.
I don't really care what bullet hells are normally because Terraria isn't Touhou, it's Terraria. Bosses should be designed to work with Terraria in mind.
That said, it's not like the late bosses need to be easier. Just more interesting, more fair, and sometimes jiving better with the standard gear progression scheme that normal Terraria is all about.
jeez bosses that make you have to adjust to obstacles in order to push you to your limit total bull
oh and they SAY things how
ing absurd that
's just totally uncalled for in every way
No but I do agree with some of these points. I believe that bosses clearly do have flaws, there's no such thing as a perfect game and there's no such thing as a perfect design, even if they are, at least in my opinion, rather well designed. Supreme Calamitas does have issues that do need to be worked out, and the Plaguebringer Goliath forced me to take the fight to above ground, forcing me to make an entire arena dedicated to just one boss I only have the intention of fighting once.
But at the exact same time, these bosses require quick judgement, and adjusting to conditions placed in order to make the fight more challenging on a level that doesn't affect how you play the game a whole, just how you fight the AI of the boss in such applied certain conditions. Tackle these fights as you will, as it is still defeating the boss in a tactic you've developed that is CLEARLY effective as you are still dealing with the things placed in your way in order to create challenge, but these bosses are supposed to enforce an aura of expertise. Dealing with the Devourer's gravitational changes is possible, as people have clearly adapted to the challenge set before them and even mastered the fight, which, based on the videos I have seen, REALLY doesn't
force you to change everything about how you play the game. It involves well timed dashes from some, timing your heals and when you take to the skies/drop to the ground, and avoiding the head at all costs.
Polterghast is, yes, very hard when it comes to the last phase. I often compare the fight to Plantera in terms of movement and some of its attacks, but at the exact same time, people do not have to change their entire style of play just to handle this one boss that just so happened to be very hard and challenging in terms of dodging projectiles. Dig out a sizable arena in the Dungeon, expand it if you have to seeing that the Dungeon's walls are sold directly by the Clothier, and just use the Rod of Discord if you have to (which, by the way, is craftable and doesn't take too much effort to craft, anyways. You have to catch five fish, kill a bunch of pixies and get some souls of light, then you have one of the most useful tools in the game for as long as you want to have it.)
I don't understand why you have so much
against Yharon, but okay. It's teleporting is quite hard to deal with, but keeping an eye on him and making sure you either have a Rod or an accessory that allows you to dash is a guaranteed effective way of surviving his teleporting. Beyond that, if you can absolutely wreck his health, good for you, but the fight is literally the second-to-final boss of the mod as of the time I am currently typing this post out, so YES, it's going to have something theatrically gripping and is supposed to give you a feeling of suspense. If you don't feel this, that's you. But personally, watching and having fought him at least one time before was a very suspenseful, tense experience for me, and I'm under the impression that the creators of this mod intended for just that. (Beyond that, would you
not want to fight Yharon in armour you have a better chance with?)
One thing I will agree with, however, is that Supreme Calamitas is very hard, and the
she throws at you is a little unfair. I can agree that the fact she throws bullet hell after bullet hell is a little enraging (not just in a difficulty way, but in terms of the game and its physics not being taken into account.) You cannot stay suspended at all points in time with just a set of wings (some mounts let you, but if you don't have them then how the
could you?), and the hit counter adds a layer of difficulty most players will not ever be used to upon reaching it. Although some of my previous comments don't reflect this, I've attempted the fight a little bit more since then, and I am beginning to see the points made against her as of the recent comments. A fix I would suggest is giving her the ability to deal more damage to you, but entirely removing the hit counter as a whole. Then you CAN rely on an endurance round, where regen and healing can be taken advantage of to make sure that the fight can be dealt with as effectively as possible based on whoever's style.
I can agree with a lot of points made, in that certain bosses to have a layer of blatant unfairness to them (Plaguebringer, Supreme Calamitas.) But other than that, the player is expected to not change how they play, or use one single tactic (for most of these) but instead deal with the challenges placed in their path to a degree that allows them to stretch the extent of their skill and knowledge about the game.