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7/29/2014 11:51:30 PM
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I agree, shxt is way to easy. Once you figure out the pattern of the snipers, have one down low, two up top of the metal bridge in the back (behind you when you deploy your ghost) your set. The devil walker needs to jump around the whole area it has, be a harder target to hit and just be a real pain in the ass IMO. Although I never understood why that all purpose death machine would ALWAYS target me I swear that's the only thing I hated about that thing. It never left me alone for two seconds lol. But as for sepiks that thing way to easy for a final boss. It needs more oomph like shooting a beam of light into the sky and thousands of blasts rain down upon you. Forcing you to dodge or hide. Hell make them have slight homing so you have to move. Regen health the whole battle would also be nice
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  • This game is for kids and adults chill with the regen health and basing its difficulty on a beta is stupid. We leveled faster for the beta we got better loot for the beta. You can play hard mode too if you want.

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  • I do play hard mode wtf??

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  • In the final there might be legendary then.

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  • Look breh I was just giving my opinion on how to make it more challenging what's wrong with that?

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  • Nothing it's just the beta. It was artificially easy.

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  • W.e you say man

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  • That was only the first strike. It wasn't supposed to be the hardest.

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  • Still to easy

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  • Well judging by your KD it could have been easier. Let's just see what happens when it takes 3 times as long to reach level 8.

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  • Strikes were ridiculously easy. And don't bash people for K/D, as it means nothing. (:

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  • I know but it was the first one. Bungie can't even beat their own raid. The strikes are not the problem. Beta test. Not final. It will be harder. Apologies if I'm wrong.

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  • No, I understand that. I agree with you in the hope that Raids will be harder. But, I hate when people pull the KD card.

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  • Edited by JasonLeeJames: 7/31/2014 12:05:56 AM
    Well yea it could mean nothing but it could also show your recklessness over your patience. The more reckless you are the less people will want to play with you. There should be a revive counter too, but there were times when it was easier to just wait out a revival.

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  • Lol Judgmental much? I restarted every character.

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  • But, his K/D was 4.64 for Strikes… (and K/D means nothing). I don't understand why he'd play that card. Back on topic, yup. I totally agree. 1 person on back ledge with a SR could beat all 3 waves easily. And solo Prime/the DW.

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  • I expected to see zero deaths from a guy complaining it's too easy.

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  • Dying in Destiny is like tripping. It has pretty much no consequences. Just because he died doesn't mean it's hard. You don't lose anything if you die. Because of this, his argument makes sense. On my strike play throughs, two of them I got through dying 3 times each, and once without dying at all. A strike should be something where even the most skilled players dies at LEAST three times. It should be something that gets your blood pumping, tearing your hair out when there's only one dude left alive, yelling "GO GO REVIVE HIM" at your TV while jumping up and down. As it was in the Beta, I just kinda sat down and shot things until the strike was over. Occasionally I died, and either got revived or just respawned and came right back, shooting more things with little to no effort or thought put into it. It wasn't an impressive challenge at all. I would also argue that they didn't make this game "for kids." It's a lighthearted, adventurous game that is kid friendly, but it doesn't cater to unthinking, impatient children. It should still require thought, tactics, effort, and perseverance.

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  • What you are describing could be the reason why it seems too easy. Dying should not just be like tripping with no price to pay. Would you still think the same if dying would reset your gained XP of your current level, remove all ammo or even has a risk of destroying armor parts one by one?

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  • I would agree except if you lost whatever xp you gained, you'd never level up. It shouldn't be a fatal consequence either. In many MMO's, your armor receives "damage" every time you die, and if you die enough, you can't use it until you repair it. I think a similar system might be useful here

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  • You would only lose XP of your current level. If you are level 6 with the XP bar up to 75% you will only lose max that amount. Of course people would start doing Strikes only after they just leveled up,but thats OK since you will also earn XP while doing the strike without dying or lose XP(=time) if you die too often.

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  • Edited by JasonLeeJames: 7/31/2014 12:08:55 AM
    I said adults and kids. Read. Yeah it was easy if you hid behind something and shot it from a distance but then it takes an hour. It's much faster up close and much more intense. I don't think we fought the same way. It's easy if you hide.

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  • my point is you shouldn't be able to "hide." The boss should break whatever tactic you thought you were going to use the first time going in. You also said "designed" and "for." People need to stop referring to games as designed for their ESRB ratings. The ESRB is attached after the game is finished. It determines the the maturity of the content, now how easy it will be for children and adults.

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  • No not designed for the rating, designed for the player base to make the most profit.

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