Post
GenRes John Zero – Who's the worst raid boss ever? Season 1 vs Season 2 boss comparison analysisWe compare and analyze the features and frustrating points of the Season 1 and Season 2 training battle bosses in Genres John Zero. Discover which boss was the most demanding and learn the differences in boss design by season.
1. 🎮 Features of Season 1 bosses and the 'control score' nightmare
Season 1 training battle bosses felt like a 'practical exam' that directly tested the player's control abilities. In particular, 브랑그 was labeled the most unpleasant boss because its third-arm pattern depended on probability, requiring luck to get high scores. 마리오네트 was stressful due to the need to defeat 25 enemies and the penalty for pattern mistakes, and 폼페이’s parry required excellent parrying skill or a support point management strategy. 침식체's problem was not a hard pattern but the annoyance of movement and attack position selection. 도살자 was demanding because its patterns were complex and it was difficult to trigger abnormal states. 티폰 was inconvenient because applying rigidity actually tangled the pattern.
00:00 - 01:25
1. 🎮 Features of Season 1 bosses and the 'control score' nightmare
Season 1 training battle bosses felt like a 'practical exam' that directly tested the player's control abilities. In particular, 브랑그 was labeled the most unpleasant boss because its third-arm pattern depended on probability, requiring luck to get high scores. 마리오네트 was stressful due to the need to defeat 25 enemies and the penalty for pattern mistakes, and 폼페이’s parry required excellent parrying skill or a support point management strategy. 침식체's problem was not a hard pattern but the annoyance of movement and attack position selection. 도살자 was demanding because its patterns were complex and it was difficult to trigger abnormal states. 티폰 was inconvenient because applying rigidity actually tangled the pattern.
01:26 - 04:06
2. 💥 Brang's vicious random pattern and the difficulty of the Marionette strategy
브랑그's pattern of pulling out the third arm triggered probabilistically, often determining the score regardless of skill. After breaking the second arm, if the third arm didn't appear immediately, players frequently had to reset. 마리오네트 was stressful because during the process of defeating 25 enemies, you had to avoid central attacks while maintaining the kill count.
04:07 - 07:02
3. 🌀 Season 1 boss deep analysis: 침식체, 도살자, 티폰's demanding patterns
침식체 caused annoyance not through difficult patterns but by forcing movement and character swaps that made it hard to deal damage from the desired position. In particular, a pattern that stuck to the wall and made attacking the leg behind the back difficult delayed the fight. 도살자 made it hard to trigger an abnormal state and chain into the next one, and the constant use of spear thrusts and patterns was demanding. 티폰, despite being weak to electricity, could cause rigidity when shocked, hindering pattern progression. It was notable that interrupting a charge pattern with a parry caused the boss to pause briefly.
07:03 - 09:39
4. ✨ Changes in Season 2 bosses: battles centered on 'hosting' and 'gimmicks'
Season 2 bosses have reduced the control score burden compared to Season 1, but the 'hosting' patterns that force specific characters stood out. 모독자 often did not provide damage windows and forced parries or specific gimmicks, disrupting the flow. 베스퍼 displayed a record-breaking hosting by forcing the 'Angel' character, while 창조주 forced the '빛나' character, and 청소부 strongly forced the '남궁' character. 핀드 was originally an 'Alice' host, but due to its physical/ether weakness it became more universally used. 사냥꾼 was designed for '이드하리' and '안악', but '의연' was often more effective. 엽석연 centered on a '격파' character host, yet allowed relatively diverse combos for strategies.
09:40 - 11:09
5. ⚔️ Analysis of 'hosting' per Season 2 boss: 베스퍼, 창조주, 핀드, 사냥꾼, 청소부, 엽석연
베스퍼 forced the Angel character, 창조주 forced the 빛나 character, and 청소부 forced the 남궁 character, making them clear hosting bosses. 핀드 was originally an Alice host, but its physical/ether weakness gave it versatility. 사냥꾼 was designed with 이드하리/안악 in mind, yet 의연 was often more effective. 엽석연 centered on a 격파 character host, but allowed relatively diverse combinations.
11:10 - 14:20
6. 📈 Comparison of Season 1 vs Season 2 and expectations for Season 3
If Season 1 bosses emphasized player control skill, Season 2 bosses heavily emphasized whether you own specific characters. This 'hosting'-centric design raises concerns that it could harm game variety in the long run. For Season 3, we hope to see a balanced training battle boss that combines Season 1's versatile combos with Season 2's convenience, allowing newcomers to easily earn scores and veterans to feel a sense of achievement.
