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8/28/2019 1:12:55 AM
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D1 strikes where SOOOOOOO MUCH BETTER than this crap. I remember i used to just jump into strikes and it was a blast. Nightfalls where also a nice challenge to accomplish.
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  • It's not just the strike design, but also the loot. Due to how D2 does leveling, you can't just level up exclusively through strikes because of the powerful engram system.

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  • D1 had 2 good strikes. The rest were basically just story missions with a bigger version of an enemy type at the end (or three normal enemies with more health for psion flayers).

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  • The vast majority of d1 strikes are better than all d2 strikes, except warden of nothing. Warden of nothing is really good. Well, other than the final boss fight which is super easy to melt, but that's more of a "We do way too much damage" problem.

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  • D2 strikes would be great if the bosses didn’t go down as quickly as they currently do. I’m really hoping that changes before too long.

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  • There are definitely a lot of strikes that could improve from that, but there are also a lot of strikes which are just really not that good. For example, I don't think anybody really enjoys exodus crash. However, I do agree that a lot of strikes could definitely benefit from that, especially y2 strikes.

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  • What's so good about? Because it's designed the exact same as every other strike. This seems like it's more nostalgia than gameplay design

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  • It is definitely in part nostalgia, but the prison of elders as they designed it for the strike is just way more reminiscent of the better d1 strike areas than anything in d2. The weaving through the trains, the multiple boss like encounters along the way, the bit where you straight up just play the prison of elders for a little bit. It's all just very enjoyable.

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  • Well i speak for my own taste. I cant say if its something related to the design of strikes, weapons or what. But i just cant seem to find D2 strikes challenging (wich is something that i appreciate). The final boss encounter of D2 strikes i also find em kinda boring. I remember bosses like the undying mind ( a giant vex asswhole in a map where you had like to big blocks of cover. That boss hitted like a truck and also spawned dozens of vex, The shiled brothers where amazing. SABER 2 with the electric things and sniper shanks. The ogre strike where a crap load of hive never stopped with limited cover. Those are a couple i kinda remember. I beleve , for me, that style of play you have to use for D1 strikes made them more interesting.

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  • Realistically, that's more of a guardian power thing. Bosses (and other strong enemies), along with boss room encounters are definitely lethal, we can just slaughter them faster than they can pose an actual threat. For the perfect example: Again, warden of nothing. The fight would be extremely challenging if we couldn't dps the boss so hard that it can't enter phase 2, much less the phases after that. A lot of d2's current problems (that aren't systematic, like subclass trees), are caused by guardians having way too much power. The situations where things are too difficult to get through end up being a symptom of that, where bungie realized we are too strong and has to throw complete bs at us to provide a challenge.

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  • Careful you'll have people up in arms whining, "but muh pOWeR FaNtASy!".

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  • As gaming has become more mainstream it is legitimately surprising to me how many people value the quick overwhelming surges of dopamine they get from feeling overpowered rather than understanding that a challenge equates to something you can enjoy for long periods of time. Though, I suppose it may be in part due to the fact that it's one of the first things I learned by using mods to overpower myself in skyrim/going into creative mode to make minecraft easy. I guess there are just some people who haven't learned those lessons yet.

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  • Still fire up D1 to hit the strikes. Loved many of them.

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