Certainly won't disagree with you there; the final final boss is basically just the realization of the old "giant enemy crab; attack its weak spot for massive damage" meme. I'm willing to give the first stage of the final boss some leeway, as this is the first time that I can recall where a game of this scale has implemented such a wide scale of buffing/nerfing measures for a boss depending on previous player actions, but the boss design in this game as a whole is easily the worst from a 3D Zelda title.
I'm hoping that BotW will be something of a learning experience for future games that go for a similar degree of player freedom and provide a better sense of balance.









