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All Revamped IOD Bosses // Wave 1 (Solo Hitless) - Inlaws of Doughbloxia

Inlaws of Doughbloxia

Inlaws of Doughbloxia Revamp

Inlaws of Doughbloxia Update

Inlaws of Doughbloxia Roblox

IOD

Imitator Inlaws of Doughbloxia

Slenderman Inlaws of Doughbloxia

Triangle Inalws of Doughbloxia

Code Chaos Inlaws of Doughbloxia

Inlaws of Doughbloxia Hitless

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PBJ Inlaws of Doughbloxia

JBP Inlaws of Doughbloxia

Автор: ThatCrowNobodyLikes

Загружено: 2024-10-31

Просмотров: 16979

Описание: Place - https://www.roblox.com/games/17797137...

The long awaited first half of the revamp update is here, and the game has been completely changed from what it was before

Overall Changes:
I really like the move towards weapons over bullet types, I think it helps create more unique play styles and overall feels more visually interesting. However, currently melee is very under favored, the class needs to be able to find safe opportunities to deal a high amount of damage but most bosses have very quick melee attacks that can catch melee users off guard. Overall there needs to be better indicators for threatening attacks to melee users. Back to positives, Im so glad that no new boss requires a specific weapon or perk to beat, and it was a great change to make dash permanent. The new UI for the shop is also amazing and I think its a great change, just think that the rest of the UI could be balanced around more since it takes up a lot of the screen, Outlaws made most of its UI smaller and I think it was the right change. (Also the block buttons cooldown bar is slightly inaccurate and it drives me insane).

Imitator:
First, the positives, I love the new visual effects for the giant shockwave as well as its rebalancing as an attack that doesn't instantly kill. The new arena is also nice and I think the removal of the floating text attack is a good choice. A lot of the new attacks and the new second phase also work really well, although lack some telegraphing for melee players to easily dodge. My only critiques are the telegraphing for the arm launching attack and the second phase sword blasts since, the flying sword attack being incredibly weak

Triangle:
Triangle phase 1 is a massive improvement, Im glad they have a much more varied move pool as well as easier to understand attacks. Overall I wish the first phase was longer since I like it so much. Phase 2 changes work fine, but it still has similar issues to the old version of this fight where it doesn't really feel like a boss anymore since they don't really do anything to try and stop you from chasing them. More so is just a DPS check and it gets kinda boring after a while. Overall still think the fight is a massive improvement from what originally was a huge trouble to balance

Slenderman:
Im very mixed on this one, this fight has more glaring issues than the previous two but I think they could easily be fixed. First of all, the kick attack is almost completely un-reactable for melee users and overall feels like a pointless attack. The paper throwing attack is still a non-threat and overall results in the fight being a circle camping simulator like the original bossfight. I really think the fight should take advantage of slender mans ability to teleport more to help mix up the kind of dodging required. As for the slenderchildren the boy is kinda just a meat shield for Slenderman so I guess that's fine but the girls dash attack is so insanely unpredictable and annoying that it was the only reason I ever lost a hitless run. She moves very unpredictably and her animations and the way she's facing make her really hard to track, overall just needs tweaking.

Code Chaos:
Originally I didn't like the changes to first phase, I felt like it was much clunkier and slower than the original, while that's partially true, as I grew to hitless the boss fight I got more used to it and overall like it about as much as the original phase 1. I do think that Razor gets their phase 2 a little too late in HP though and I also think that Chloe should passively move a little faster than Razor because it becomes very easy to group them up and just cheese with rocket splash damage. PBJ changes are amazing because you don't have to just cheese the boss fight anymore, my only complaint is the stupid second banana attack being completely random. The only way I avoided it for hitless was to hide a little forward in the corner of the test tube, and then dash a couple seconds later into the center and pray for good RNG. That leaves JBP, the only things that kill this phase are how it's communicated and the fake out attack. First off, you aren't told that parrying damages the boss or are you communicated that the fake out attack even exists and I mean the devs have been informed of this so it will probably be better communicated in the future. The fake out attack though makes 0 sense, idk if this is entirely true, but the fake is always the same as long as you stay in the same server, so you don't even have to identify the fraud since its insanely hard to do that anyways.

Overall I liked the update, it's a massive change and it has some growing pains that will probably get fixed but I think it's better.

Music in the pinned comment!

Timestamps:
0:00 - Imitator
2:44 - Triangle
5:15 - Slenderman
8:27 - Code Chaos
12:00 - PBJ and JBP

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All Revamped IOD Bosses // Wave 1 (Solo Hitless) - Inlaws of Doughbloxia

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