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#feedback

Edited by AdunSaveMe: 9/21/2014 11:01:10 AM
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Do the bosses really need to have THAT much health?

They all do the same thing; waddle around and shoot. There are no mechanics to learn aside from the basic ones. So why do we have to do the same thing for upwards of twenty minutes at a time? It's not hard. Shooting a sponge isn't a challenge. Reducing their health wouldn't make it easier. It would make it less tedious. And it IS tedious. Tedium is tedium no matter how you slice it. There's no challenge here. If you want to make higher level strikes challenging, increasing health isn't the way to do it. Make them smarter. Give them more than three abilities. Anything except increasing health as level goes up, because that's the most artificial of artificial difficulties. They are quite literally [u]bigger versions of normal mobs.[/u] And if you came here to comment like a spod about how it makes it harder, don't bother. Cos it doesn't. ;;Since apparently some of you don't understand, [b]I do not want them to be easier.[/b] Please actually read my post before commenting. Also, [u]the raid means nothing.[/u] It's a small amount of bosses limited to a thing a lot of players will never ever experience. And even though those bosses do exist, we still have the shitty ones. That's a dozen or so bosses (strikes & story missions) compared to a few in the raid.
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#feedback

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  • Phogoth is a pain in the ass at any level.

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  • Here are examples I have of bosses that aren't as simple as "bullet sponges": One of the only raid bosses from World of Warcraft that I remember vividly was an interesting and unique experience; it was from the Wrath of the Lich King expansion's updated Naxxramas (I had only reached 40 in vanilla WoW before Burning Crusade was released and the end-game shifted so I never got to experience the old stuff). Allow me to call attention to Thaddius: http://www.wowwiki.com/Thaddius Granted, this is from a long-time well-established and massive MMO -- not easily comparable to Destiny, I know. Still, it was extremely intense and one false move by anyone could instantly wipe up to 25 people in an instant; it required clear and precise communication by the leader(s) and instantaneous, reflexive reactions from the group. It started with the group being divided in half to deal with a twin pair of enemies that had to be killed within 5 seconds of each other or else they would fully revive one another. They would deal constant damage to everyone around them and if anyone tried to leave the entire group they'd get nuked by massive damage by a giant Tesla coil that could not be healed. After that, the big baddy himself would periodically give everyone in the raid a positive or negative electromagnetic charge. If any of the opposing charges stood too close to each other for too long, they'd likely get wiped. However, if everyone successfully split up, they'd each receive a 10% damage boost per adjacent person of the same charge. This boost is what made his millions of HP less than what it seemed to be, but only if the players were well coordinated. If the players took too long to down him, he would go berserk and deal 1000% increased damage, essentially wiping everyone one by one. Everyone had to do their part, and do it well and fast. And the insane part? This is only [b]one[/b] of four bosses of one Quarter of the full raid dungeon with three bosses in each of the other Quarters plus the penultimate and final bosses -- that's 15 bosses, each of them incredibly unique with mechanics that change the way you fight every one of them. This doesn't take all the other bosses throughout the game's history, many of which being unique in some way. In any case, this game needs something like this -- a boss where your objective isn't to pop out of cover, unload some clips into its slow and drumpy butt before it turns to blast that one attack at you, resume hiding to dodge and regen, turn to fight annoying basic enemies while continuing to ignore the boss, repeat. On a much smaller and simpler scale, the first boss of Dungeon Defenders (third person hack-n-slash-y tower defense game) could be solo'd or taken on with up to four player co-op. He would appear as the final wave and would walk about, leaving walls of fire in his wake. Though it wasn't entirely necessary to beat him, getting past him and his flames to destroy the four generators in the four corners of the middle section of the map that became the arena to fight him in made his fight incredibly easier. They would all shock him, dealing tons of damage and locking him down for players to freely attack him (barring residual flames in the way). He had a lot of health compared to the standard enemies, of course, but the main difficulty to early players was his massive melee damage and getting over/around his flames; high level/geared players could literally melt him (on easier difficulties) in seconds, or even less than a second, however. Very simple in comparison, but still more interesting as a boss fight than any of the normal bosses Destiny has had to offer. I have many other examples of boss fights that could have been as simple but revolve around more interesting and/or unique mechanics as well -- such as bosses that actively destroy your cover, bosses that can be more easily defeated if players use the environment/surrounding objects to their advantage, bosses that players of a specific character class can have unique fight-changing interactions with (ie, catching a boss's more powerful attacks and countering them), bosses with unique events and phases, and the list goes on. Actually, a lot of my list just involves bosses from Vindictus/Mabinogi Heroes, now that I think about it...

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    • Yes they do

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    • Hit their critical spots and they go down pretty quickly i remember 1 time i had a shotgun 2 hits to their critical spot then a grenade then super and they were down it only took 3 minutes.

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    • They are so big and our bullets are so small.

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      • Remember vanilla raiding in Wow (especially Molten core)? Besides a few bosses in there, we had the same problem with bosses just being huge sponges with little to none mechanics bound to them. A bit more complex than Destiny's counterpart, but when you break it down, they were pretty simplistic. Destiny is Bungies first attempt at the whole "mmo pve" idea, so it would be unfair to hold them up against the standards set up by companies like Blizzard, Trion and Square (to name a few). Despite that, Bungie could just look at those games for inspiration and borrow ideas for upcoming encounters, which I trust they do. The communoty feedback is overwhelming and I'm sure they've taken notice. The shitty launch PvE content aside, I have high hopes for the future, as the solid framework they have built serves as a great foundation to expand upon.

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        • Edited by Boomstar: 9/22/2014 7:04:52 PM
          Just came in here to agree. Wheres the boss that chases you down a long hallway tight hallway thats all but invulnerable till you do (XYZ)? Wheres the boss the that randomly teleports behind team mates instantly freezes them and drains them slowly and only lets the team mate go if the others do a certain amount of damage to them. Wheres the boss that becomes immune to getting shot and sends out waves of energy that need to be dodged until you reach him so you can melee him so he becomes vulnerable again? WHERE THE -blam!- ARE THE MECHANICS THAT MAKE MMO BOSSES INTERESTING? I'm not talking about heavy complicated mechanics that require alot of coordination here. Jjust light things that keep things interesting. You can't just stick that stuff all in once place that most people won't bother with no less. Bungie needs to start learning fast, they need to play some WoW learn how to make a -blam!-in boss. I guess I seem pissed off but its because i am the only thing keeping me playing is I really want praxic fire (praise the sun bitches) and the pvp is kind of fun. It sure isn't the piss poor strike missions.

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          • Edited by CheckForAPulse: 9/22/2014 3:23:29 AM
            Yeah the guy in the Mars strike with the minigun and rockets is such a pain to fight he just takes forever and it's so incredibly boring. It seems to love cycling that strike over and over in the playlist though as well sometimes I've had it 3 times in a row at which point I leave because it's mind numbingly boring and it's really irritating lol. He's just a 20 min long fight where he's a bullet sponge that barely moves, which results in the fight being boring as hell. Also the mark rewards for the strike playlist are absolutely pathetic, it's actually more efficient to do public events which reward you 4 marks for gold and sometimes give rare materials such as ascendant shards, they don't take absolutely forever and in between you get drops, can finish heaps of patrol missions and also learn chest spawns while picking up materials which you can turn in for marks as well.

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            • The archon priest is a great boss fight. He doesn't to too much at long range but he has a servitor that acts as his ranged weapon. Its an intricate and fun battle where you can decide to take out parts of him that make him harder. There should be more design like that, instead of stacking on hit points. Maybe a large boss that has strong weapons that you can literally blow off of his body.

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              • I hate Phogoth so much. I take cover and then immediately bombarded by Wizards and knights over my cover. The only way I have beaten it is to kill the enemies until they stop respawning.

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                • Edited by skittlez86: 9/22/2014 8:16:43 PM
                  agreed. i won't even play the one with the fallen priest. because he is a enemy i already fought twice he just has a lot more health

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                • Agreed, the journey to the boss is way more fun than the boss fight. Please cut down on the health and make it more challenging, not simply longer.

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                • Bullet sponges are -blam!-ing lame It's like they said -blam!- making good bosses... Just put a ton of health on something and called it a day.

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                • Amen. Phogoth is such a tedious nightmare.

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                  • They need large HP pools cause' they gave bosses no unique mechanics. Stages don't change mid-battle, bosses don't change up combat mechanics, or take a different form, or change up their strategy mid way through a fight. Just huge bullet sponges, no challenge, nothing. Spawning enemies along with with boss doesn't make anything more of a challenge. Take Phogoth or whatever his name is. He's so incredibly easy, just crouch behind a boulder, shoot at his mid section, avoid his range attack, repeat. Its so bloody boring.

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                  • 0
                    I would like them to decrease the health on the bosses, but make them immune to a certain element at certain heath levels. For example, Phogoth would be immune to solar at 66-100% health, immune to void between 33-65%, and immune to arc anywhere below 32%. Also making the bosses change up their attacks and tactics at those health levels.

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                  • Agreed, I would rather have the bosses have much lesser HP pools but add mechanics to the boss battles.

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                  • [quote]There's no challenge here.[/quote] *looks at strike kdr* 22? lol

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                    • Agreed, the bosses are not hard or fun...just boring. Spending 20 minutes shooting the same boss is not fun.

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                    • **Compares lacking qualities to veteran MMOs** **Requests omission of large portion of game that takes heed from said qualities** **moronic trail chasing down obviously self-blinded righteous path** Discussion engage. Lol. Am I a moron too, or an idiot? I'm not sure but I sure am excited to find out..... Oh, btw, have you tried the raid?

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                      • Agree, make them smarter. It would feel more like a team challenge rather than a endurance challenge of shooting for 1 hour

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                      • You havnt done the raid yet have you.....

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                        • yes. But they need to be smarter too and give better rewards.

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                        • I think a better option would be to increase the damage they do and just make them smarter.

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                          • Yes

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                          • Yeah its more of a challenge

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