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** Gardosen, if you think his Ellia counterpart was bad enough, wait until you see his raid version which is much more bigger pain thanks to his nasty gimmicks and dealing nasty damage that can kill some of your characters if not shielded sooner. The fight is potentially a damage race, each time he drops a swords and five large meteors his attack powers increases for each characters in your party was hit. The pain comes in when you reduces his health to 75% where he will start spawning mini version of himself starting from left to right, they don't attack but they leave a black mist which not only they deal continuously damage but they can disable shield as well, not to mention that they remains permanent on the field. Players who already fought several raid bosses without the use of tankers or any invincibility skills are in for a rude awakening if they assume they can last long on this fight.
* ThatOneLevel:
** In Dimensional Chasm, Dark Fermat's level is considered this is as it is considered the most difficult for [[FakeDifficulty all the wrong reasons in the overall level design]]. The hero you are supposed to use with is Dio while having Mage heroes that will be benefited by his presence in the party while facing enemies that have a high physical defense. While that sounds simple on paper, there a few problems. Firstly, the opening wave of enemies include three mini-bosses and an enemy that lowers overall defence for the party. Since Dio's party buff doesn't include damage mitigation, your party will get shredded without a Tank. Secondly, if you fail to deal with Dark Fermat in time, he will raise a shield while healing his HP at such an absurd rate that often by the time the shield goes down, nearly all of his damage will be healed which will throw you back to square one. It doesn't help that the cooldown for this is very low, meaning that he can spam this over and over if you cannot deal enough damage in time. Thirdly, if you resort to simply powering through with your less fragile Assault heroes, the enemy's high physical defense will come into play, resulting in a MarathonLevel.
** As for general Adventure mode difficulty, World 8: Ellia Peninsula takes the cake for some of it's mobs suffering a heavy case of {{Boss in Mook Clothing}}, even after it's subsequent nerfs.

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** Gardosen, if you think his Ellia counterpart was bad enough, wait until you see his raid version which is much more bigger pain thanks to his nasty gimmicks and dealing nasty damage that can kill some of your characters if not shielded sooner. The fight is potentially a damage race, each time he drops a swords and five large meteors his attack powers increases for each characters in your party was hit. The pain comes in when you reduces his health to 75% where he will start spawning mini version of himself starting from left to right, they don't attack but they leave a black mist which not only they deal continuously damage but they can disable shield as well, not to mention that they remains permanent on the field. Players who already fought several raid bosses without the use of tankers or any invincibility skills are in for a rude awakening if they assume they can last long on this fight.
* ThatOneLevel:
** In Dimensional Chasm, Dark Fermat's level is considered this is as it is considered the most difficult for [[FakeDifficulty all the wrong reasons in the overall level design]]. The hero you are supposed to use with is Dio while having Mage heroes that will be benefited by his presence in the party while facing enemies that have a high physical defense. While that sounds simple on paper, there a few problems. Firstly, the opening wave of enemies include three mini-bosses and an enemy that lowers overall defence for the party. Since Dio's party buff doesn't include damage mitigation, your party will get shredded without a Tank. Secondly, if you fail to deal with Dark Fermat in time, he will raise a shield while healing his HP at such an absurd rate that often by the time the shield goes down, nearly all of his damage will be healed which will throw you back to square one. It doesn't help that the cooldown for this is very low, meaning that he can spam this over and over if you cannot deal enough damage in time. Thirdly, if you resort to simply powering through with your less fragile Assault heroes, the enemy's high physical defense will come into play, resulting in a MarathonLevel.
** As for general Adventure mode difficulty, World 8: Ellia Peninsula takes the cake for some of it's mobs suffering a heavy case of {{Boss in Mook Clothing}}, even after it's subsequent nerfs.
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