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@captsternn – Agreed; 520 was a B and a half. I fear it’s only going to get worse as new levels are released.
I generally enjoy the puzzle-solving aspect of the boss levels, so the issue isn’t so much that the bosses themselves are tricky to defeat; it’s the soul-sucking slog required to get there and have enough birds left to do anything even remotely useful. So many bosses are set up in such a way that if you don’t have three or four birds to properly clear obstacles or to bounce the boss from point A to B to C and then off the screen, you don’t stand a chance. In those cases, I ask: Do we really need four full reiterations of earlier screens, with spells disabled, preceding the boss fight?
That brings to mind a related question: Why does the number of birds given at the beginning of a level not seem to vary when the number of rooms in a level does? This would perhaps make sense to me if the 4-room levels were consistently tougher and had more of the rooms where you almost always need 3 birds to clear them. In a 6-room level, those are downright cruel when several of that variety are strung together. I’m fine with the somewhat random nature of the levels being generated, but shouldn’t the player’s arsenal of birds be adjusted to accommodate that? It would be nice if I was given X birds per room as a baseline (maybe one or two fewer for the longer levels since I’ll earn more as I fill up the damage bar), rather than a fixed number per level. I may not be fully understanding the existing algorithm, but since my struggles most frequently seem to depend on the sheer number of rooms in a level, that’s the impression the game has given me.