Kid Icarus Uprising - Boss Battles Normal, V100 Meteor Bow, no Powers
Meteor Bow ends up being something I want to showcase, because with a remaster that would care about rebalancing, Meteor Bow is in DIRE need of buffs, even if it's because of involvement of a topic that is VERY much worth bringing up: projectile homing.
Let's be clear that I have a sneaking suspicion that homing likes to spoil people who aren't using weapon types that aren't having much homing in the first place, unless the weapon types with homing are counterbalanced with the points I'm about to make in mind. Homing reduces need to aim precisely, which has the Bow family have more hands-off capability with the Spin Shot technique than the Staff family does, and perhaps more importantly, it also reduces difficulty with hitting people at longer ranges. This does not get into the nutty stuff that homing can allow, such as swerving around terrain cover or defying gravity. Weapon modifiers don't help matters, but they can only take so much blame for when we see things like Ball Cannon, Predator Cannon, Cragalanche Cannon, and Paw Pad Orbitars only need Homing Boost to not care about their opponent being on the higher part of a hill. Now having crazy elements isn't bad, let alone in Kid Icarus Uprising, because individuality is important. The problem is when they're insufficiently justified.
This is a fair topic to bring up because I was thinking of doing a run of BBN with a Bow to showcase the Spin Shot synergy, and then I was looking to see if a low mobility Bow could consistently handle things. Meteor Bow comes up...and yeah, it has problems. Divine and Hawkeye Bows have lower running speed, but they have redeeming traits. Meteor Bow is HORRIBLY mish-mashed where it stands. The Shots are a complete mediocrity with their laughable homing and attack power, and the Rapids are not easy to use. I will say that putting things together is still getting going with Meteor Bow, but there's no real standout strength to push upon, and inept Shots, regardless of design intent that is indicated in the Idol description, is still a problem forever.
You could fail to see it show up because I do shockingly well in general resulting in not needing a Drink until Chariot Cheater, but Aurum Core is particularly heinous for having Mogenar Syndrome involving the turrets. Those things have about 60 HP each, which normally isn't a problem and thus the Mogenar Syndrome is only being an issue with Reset Bomb Pod, but with Meteor Bow, you can't even 2HKO the turrets with Forward Shot without significant distance involvement. Fortune Bow Forward Shot at least 2HKOs them without any need for distance opening. The glaring thing is Meteor Bow's mobility being lower than that of most other bows, so why is there no payoff for dealing with that OR the junk homing Shots? It's relying too much on gimmick attempts and not enough on more general competence.
Oh yeah, and I try to tear at the point that it's quite possible to be stuck with bad teammates on Light VS Dark and there's nothing you could do about that. I'm sorry. I'm not taking a teammate Angel who attacks into the back of Windy Wasteland or a teammate who doesn't see when I have defensive power to work around or at least encircle guarded locations. When matches get determined because of a grossly incompetent teammate I literally can't do ANYTHING about and even couldn't do anything about even with something like Brawler Claws, it's fair to call out the game promoting a team battle mode while not teaching players how to be good team players. You barely get the Chapter 2 Gaol battle and that much has mish-mash design. Newsflash, people: I recognize myself to not be invincible just because I use Overall DEF +8, and you think you with your Overall DEF -4 are going to be any more invincible to the effects of bad strategies? Get real.
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