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Edited by jmewhyte: 11/25/2014 4:45:10 PM
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Theoretical Patch Notes to Improve Nightfall Strikes

Bungie’s Nightfall modifers are lazy. Games that succeed with hard modes offer new and varied games mechanics that require players to change their playstyle and approach to defeat the encounter. Simply making bosses able to one-shot you, adding shields to mobs, increasing boss health is lazy, boring and encourages players to source cheap tactics (oh hai Shrieker room/Archon platform, Nexus ledge.) So here are some off the top of my head patch notes that Bungie could implement to make the Nightfall more interesting and challenging without needing to alter mob/boss health. [b]The Summoning Pits[/b] • Phogoth now spawns with three mini Phogoths, also chained at the start of the encounter. Each is susceptible to a different burn. • Phogoth’s head laser cannon now leaves pools akin to the Fanatics in the Vault of Glass. Players will find kiting Phogoth around the room is effective, while remaining stationary is not advised. [b]The Devils’ Lair[/b] • Sepiks Prime now spawns with additional orbs that orbit him. Each orb fires rockets/chain gun/lasers on rotation. • Another Walker has landed at the back of the encounter. [b]The Nexus[/b] • Two shield walls like the one on the Nexus boss circle the base of the room in alternate directions. Contact with these shields results in death and the longer the encounter lasts, the faster they rotate. Winter’s Run • Players will find spire platforms spawn and disappear throughout the game map. Players can leap on these platforms to gain advantage over the trash mobs below. • Players can shoot down these platforms before they despawn to severely damage the mobs/Archon Priest. • Archon Priest now fires bullets that slow player movement. • Archon Priest has a grapple that draws players within range of shotgun blast. [b]Cerberus Vae III[/b] • Valus Ta’aurc now spawns with four lieutenants. These lieutenants heal each other if in close proximity. Players are advised to focus on one, while one player kites Valus around the room and the remaining player focuses on keeping the other lieutenants bunched. • There are trap doors dotted throughout the room that open at set times. Valus will teleport if one opens beneath him, but other mobs will not. [b]Dust Palace[/b] • Flayers will now coordinate their attacks. As their powers combine, damage increases. • Floating platforms will arrive at regular intervals outside the main circular helipad area, these will be populated with chain gun and rocket firing Colossuses. Platforms can be shot down. • Vents will open on the back left and right areas shooting out columns of fire ever 20 seconds for 3 seconds. Players will have to switch sides to stay safe. • The control room has three units that can be activated once each during the encounter. o One calls in heavy ammo pack drop ship that lands on the helipad o One deploys automatic chain gun turrets that seek targets for 15 seconds. o One shuts all mob spawning doors for 20 seconds

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