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#feedback

Edited by Fenborg: 11/15/2014 6:38:07 AM
9

DeeJ, about those Destiny bosses...

Now I know what your going for, making bosses uber challenging and to captivate the players attention... It needs serious improvments. Boss battles have always been a sought out experience amongst gamers (whether you be an FPS, RPG, Platformer, RTS, etc etc etc), and with the advancements in technology as well as the progression of how games are made, we can't help but thirst for that great experience even more. Stay with me now folks. Fighting the first Archon towards the beginning was pretty awesome, but as time went on, I came to learn that he was the first in a long line of what we have all dubbed "Bullet sponge bosses". (if this is the first time you as a reader have heard this term, the name is pretty much explains itself. A big lumbering boss that literally soaks up all the bullets you throw at it with glee and joy). Without trying to sound too jaded, these bullet sponge bosses really do not enhance that "endgame" experience. In further observation the bosses are just...really really big (and slow moving) versions of other mobs. [u][b]Riksis, Draksis, Aksor (Archons)[/b][/u] - Captain on Steroids suffering from Slow [u][b]Valus Ta'aurc[/b] [/u]- Colossus on steroids. (aka "Mega Turtle") [u][b]Sepkis Prime[/b][/u] (aka "Bupkis" or "Septic" Prime) - Giant Servitor/Floating Sea Mine [u][b]Phogoth[/b][/u] (The big baby) Giant Ogre The Three minds of the Black Heart (The function just like Minotaurs) The list goes on but by now I hope you understand my point. I feel that just having a "bigger" and "Meaner" version of a mob as a boss (followed by an endless army of back up mobs) doesn't really help capture that true boss battle spirit. Sure it makes things difficult, and even more so when modifiers are added to the mix, but the adrenaline rush just doesn't really happen. Ok so maybe it happens a little bit....on the first time you encounter these bosses. But now with the repetition system you have us running through, these bosses are just another tedious task to blast out of the way to complete that daily bounty. What gets lost is the motivation to really want to blast that boss out of existence. As of this Destiny title, it lacks some critical Dynamic elements. I don't expect to see any changes to the current boss formula in this particular Destiny title, but hopefully you can take the feedback from this thread, bring it to your boys in the dev department, and hopefully we'll see some dramatic changes in the way you create bosses in the future Destiny titles to come. What I propose is NOT to change the formula with the raids and their bosses (out of the many cooperative experiences I have played, the raid is indeed interesting for Console games. Always room for improvement though), but to change the way you combat these big bad asses in the future. Now this doesn't mean that I want you to make the boss easier by taking away his hordes of back up (which in truth, kind of takes away that "bad ass" title if he/she has to constantly rely on countless back up to help kill ya) or to take away the bosses enhanced defenses (which as a bad ass boss, one would figure that their gear/tech/weaponry is a cut above the rest), but maybe...just maybe...create a dynamic, evolving battlefield around the boss. I know it sounds preposterous, but think about it. All the bosses we currently face in destiny, only ONE of those bosses has the dynamic element that I'm talking about, and that is the current Raid boss (Getting whisked about through time and space was a very interesting element that I felt really shook things up in a boss fight, especially one as cooperative as the Venus Raid). All the other bosses are fought within an a fixed arena that is uninteresting (unless you count the infinite hordes of peons that spawn in continuously interesting). The most we get as of now is just more bullet sponge enemies. Perhaps creating completely new unique enemy types designed JUST for boss battles might help improve upon things? (And Im not talking about just throwing in more bullet sponge Major class enemies.) I would love to see changing battle environments in more and more boss battles, would really boost the dynamic behavior of the boss fights and help keep players more interested in battling the bosses. Of those of you reading, you if like this post please feel free to like, share, and bump this post. If you have an idea on boss battles and want to get it out in the open, blast it onto the comments section below :D Sincerely, -The Squeaky Wheel

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  • hello there guy Im doing flawless raider achievement I need lev 29 and 28 you have have to be experienced and know what your doing im lev 30 titan and I need titans and warlocks only ps4 my psn is XTHEBADBOYX7

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  • I love killing these bullet sponges for that awesome reward of a glimmer consumable and or item for currency to turn in to cryptarch. Best thing ever!!!!

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  • I'd even take a heavily armoured, wait for the weak point to show, attack pattern boss just to mix things up. What I'd really like though, is a much larger walker (think halo scarab) you blow out its leg to create an access route (or jump from a vantage point, depending on your style. I used to land a mongoose on the scarabs in h3) where you can either murder up the crew (through a hidden enemies killed counter before triggering a mini boss battle, buffed captain and servitors) or get in and destroy a critical point (accessed by crawl spaces and some sneaking) after which you gotta escape the soon to destruct machine. Hell, same concept but with a skiff, ketch, hive tomb ship or cabal land tank. Let us have a little control of our battlegrounds.

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    • Dynamic arenas, unique boss hordes, completely new boss enemies, and unique AI behavior all sound brilliant. I hope they put these in whatever new areas they're cooking up I know it's a lot of coding but this is really what the game needs (aside from cohesive storyline and plot). Great post

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    • It would be cool if the bosses started showing signs of damage other than a damage bar. Maybe you could blow off a limb or parts of brain matter could start oozing out of a crack in the skull. Maybe a large scream followed by a bad limp or something. I want the boss to feel pain, not act the exact same while taking on 10k rounds to the head, because that kind of damage should weaken him enough for us to notice.

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      • Edited by PbWorks: 11/15/2014 7:39:34 AM
        Edit: Can't wait to contribute.

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        • OMG Bump

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        • Edited by DEZARATH: 11/14/2014 5:55:10 PM
          I'd laugh if a drop pod of White Ultra Elites fell out of the sky as a boss fight. Then proceed to crap my armored pants.

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        • Agreed.

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