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Destiny

Discuss all things Destiny.
Edited by xIXEROHOURIx: 9/29/2014 1:45:50 PM
6

A difference between difficult and punishing (design problems)

I'm taking more about the strikes in regards to this topic and yes, I can already hear you "lords of destiny" out there screaming the strikes aren't difficult blah blah blah...for now can it and try not to brag k? Alright, first things first. Every strike in this game is one dimensional due to strike design problems. The premise is dodge death beams/blasts while dealing minimal damage to a bullet sponge boss with eleventy seven million hp. The strategy: don't die before you kill the boss. Every single strike summed up right there. To make matters worse though, let's make it so it takes a solid fifteen to twenty minutes of constant gunfire to defeat a boss AND let's throw in twenty or so yellow heath bar enemies to slow you down even more! Oh yeah, bt dubs if you all die you get to start all over! I'm sorry Bungie, but your current strike set up is flat out punishing by means of design problems, it's why you see randoms rage quit after a full wipe after a couple of tries. In contrast to the strikes, this is why the raid was so enjoyable, Atheon actually takes a strategy and execution of that strategy to defeat. If strike bosses were changed so they took a strategy other than "don't die" strikes would be a lot more enjoyable than just a slog.

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  • No wait- Dust Palace has [u]3[/u] bullet sponge bosses so it seems that you're wrong and your post is invalid ;)

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  • The strikes are actually rather easy the way they are currently designed. The majority of people who have issues are people who do not follow the level requirement on the strike modes. The damage modifier for even being just one level below the set level is pretty intense. Its doable, but only if you're very good at the game. Outside of this, I can agree with part of your point. I felt all the raid bosses were well designed, specifically the last one. I don't think they should change strikes to be similar to raids, because let's face it ; some people will just never be able to play that style. It takes too much thought and execution. I would however like to see a variation in the strikes though; perhaps instead of every one of them being bosses, vary it with " hold a zone for whatever reason wilst waves of enemies attack you ", and " rescue missions " where you escort an NPC out ( where they have HP, and actually fight back ). I'm not against them lowering strike bosses health levels, but if they do, they need to increase their damage and / or supporting adds.

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  • honestly, atheon is a bullet sponge too. very repetitive and only 1 phase during the whole fight. just takes us guardians about 3% more brainpower to hash out a strat and execute it.

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  • In all honesty, the vanguard strikes are very do-able. Difficult and challenging... yes, but punishing it is not imo. You want punishing, try the Nightfall Strike and you'll probably change your tune. P.S. I agree , I think Bungie should incorporate more of the Raid type tactics into future content. What little of the VoG I did get to play was a blast.

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    • When it's so frustrating for you, why don't you play it on a lower level?

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      • 0
        seconded.

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