(I’m so sorry for making so many suggestion posts but my mind is cranking these out like dads crankin out beers after a 9-5.)
Metaphors aside…
Uh, one of my worst experiences with Calvus is his pillar attack. The attack itself is fine. 100% fine. In fact, I love it. It requires fast thinking, plans of attacks, and allows you to punish him if you do it properly…
But uh, it’s how the attack interacts with it’s surroundings that’s the issue. Y’see, there’s 3 chandeliers at the top of Calvus’ arena, and if the pillar attack (or any attack for that matter, but it’s usually his pillar attack) hits one…
Well, I’ll try to type the sound effects here. AHEM.
-KztaakkkkKKKKKKKcrrrrkkkkkzaaaaaahhhh---- back to normal audio.
In short, it causes a LOT of noise, lag, particles, etc. So I have 2 propositions;
Either, a: make the pillar attack not interact with the chandeliers.
Or my favorite option, b; make the chandeliers invulnerable so they can be hit all they want and not commit a -KztaakkkkKKKKKKKcrrrrkkkkkzaaaaaahhhh----.
This would make the Calvus fight so much more fun and easier to play. It’s not Calvus that’s difficult, but the lag associated with him. And his chandeliers. Those DAMNED CHANDELIERS.