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Check out the v.254 - Midnight Carnival - Ludibrium Patch Notes
here!
1. Make Julieta a clear boss rather than an entry boss: Julieta by nature and design is really annoying to deal with if you're fighting her at a range where you can't just burst her to death. As crashes and cheap kills are common, I feel that she should be a clear boss rather than an entry based one.
2. Make the battle immediately start at phase 5 (snowfield): It's pretty clear Julieta wasn't exactly designed to be a boss fought on uneven terrain... A boss like her was designed to be fought in a flat field rather than as a semi-jump quest. So, to fix that, the boss version of Julieta should start there, perhaps the act version could remain the same, but perhaps adjust it to fit the "on rails" boss design she's supposed to be.
3. At the JQ segment, make it so that you spawn on the beginning of the platforming, rather than at the bottom of the map: I don't think it's possible to dodge Julieta's rush attack that instantly kills you at the beginning of the JQ section, so perhaps move the spawn point of the character to where you'd normally respawn while doing that segment in order to prevent a cheap kill.
4. (Reboot Only) Make it so that the boxes she drops have increased chances to be of your class: It's kind of sad that the boxes in Reboot aren't affected by the "you get only equips from your class" thing, so perhaps increase the chances or just make it so that it's like the rest of Reboot and make it drop only your class's gear. The only reason why I can't see this happening would maybe be because it's a way to get equips for anvilling?
5. Make the chase (phase 1) continuous: Personally, I don't think the chase scene should be a section where you could fight the boss, as it's more of a segment where you have to run from the boss, so making it so the focus is to escape rather than fight makes more sense considering the "on rails" nature of the boss.
6. Adjust the tentacle amounts in the rooftop stage: As the arena is really small, the amounts of attacks should be adjusted to the platform, as the density of the attacks is a bit much to dodge consistently.
A lot of the other things I'd love to suggest are more bugs rather than suggestions (hitboxes are inaccurate, crashes on phase 1, you can "hit" the boss by hitting the right side of the screen)