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as a heavy weapon enjoyer, I had no issues staggering the stuffing out of some of the spongier minibosses, but bosses definitely weren’t as free to stunlock off of single swings as they tend to be in the base game.
There’s definitely some cues for attrition; while most of the bosses bleed you of healing with even minor mistakes because they’re scaled like postgame / about the same damage as the final chapter, healing is trivially safe in most cases or even possible mid-combo
freeze is weird in general; doesn’t seem like any stats affect it, appears to do typeless phys damage, has status buildup you can only attenuate with a unique amulet or ampoule… there’s an experimental vibe to aspects of this DLC that make me curious what overlap we might see in the sequel
Whether the bosses in general were overtuned I guess depends on whether you believe that the DLC was supposed to be harder than the final act of the base game. It's not technically a post-game DLC, so expecting a post-game power level is kind of weird. On the flip side, a bunch of the equipment you get from the DLC is overtuned for the base game, so I expect that's where the devs thought it would even out: use the DLC gear against DLC enemies. <*insert shrug emoticon here*>
I didn't notice the lack of stagger much, but that's probably because the way I usually play assumes the enemy won't stagger.
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