So remember, don't blame the guy who coded the algorithm, blame the ancient civilisation he stuck ever so loyally to! \:D/
Bloggorus wrote:I'll repeat a previous point, but i think Rex is supposed to be relatively easy to kill; the real danger is the Labyrinth itself. That kind of thinking requires a little backflip after fighting monsters and bosses the whole game, but I laways saw the Labyrinth as the point in the game where players learn that you have to consider the layout of a map as much as anything else. Either break the walls, or fall prey to it.
Basically this.
The labyrinth was always designed as a "challenge layout". When the one-long-corridor problem came about early on, some mitigating factors were introduced (the central room, individual scenario modifiers). In Labyrinth, the key is that you didn't have to hunt down the boss, it would actually come to you and offer more escape routes in the mix for savvy players.
Whether or not that's "free" enough right now is up for debate, but at the core the priorities remain the same: Rex doesn't have to be an astoundingly tough boss for the scenario to be legit. Getting his trophy right now is considered fairly damn hard, and that's a bottom line for me.
I'll be adjusting the Labyrinth sometime this week between the other polish tasks I've got lined up.