Yeah things like this are okay in moderation but obviously repetition is to be avoided.
Personally I don't mind it being a simple knock back, you can easily just do something that lunges to cancel it out. The one hit kill is another thing and something that I absolutely disagree with when it is part of it. It's like you say it just ruins close quarter combat, always has.
Boss design in general could use something other than bigger version of AI, with maybe a different attack, and a pause the game for a while part. Penoptes, Axis, and Oryx (raid) are really the only good bosses to me.
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Edited by ZoniCat: 2/12/2018 2:17:19 AMWere you around for the days of destiny before TTK? If not, I'd like to give you a world to imagine where bigger enemies with the same A.I. were bosses. [spoiler]The first boss in the second story mission. This one is forgivable because it's the first one, combat is still fresh and the game recently awarded the player double-jump so they can have fun with that. The knight combat; Okay, this one is forgivable as well, combat isn't fresh but it's not boring yet either, and it's the first exalted/sword knight you encounter. The Wizard boss on the moon though; meh. It's pretty boring but it's still a wizard, we've only seen 3 so far so it remains okay. The minion summon was a nice touch. The Crota Sword mission; Normal, exalted knights but you have a sword, so this is more than forgivable, this is actually fun. Shrine of Oryx: The shock of a giant glowing knight is pretty fun, but the player quickly realizes it's just a bigger hit box with a bigger gun. The repetition begins. Final Moon Mission: Literally an ordinary ogre. The only possibly new thing is the enrage mechanic, and we've seen plenty of knights use that before. The ogre isn't even a surprise enemy because we saw one at the beginning of the mission. Gatelord: Vex are new, so it can be forgiven. Almost. it would be forgivable if it wasn't just a 2-story Minotaur with a crit-spot. Also, keep this "vex giant" style enemy in mind. Centaur on the first mars mission: Literally a normal centaur. We've already fought 2 by the time we see him, and we're literally only 10 minutes on mars so far. Prohibitive Mind in the next mars mission: Literally a normal Minotaur. Literally a normal, axis Minotaur. not even extra health. Colossus on Rasputin mars mission: Literally a normal Colossus. Literally a normal, yellow-bar Colossus. not even extra health. Vex Spire Boss: Looks cool, jets are cool. A normal cabal enemy with a power stomp. Final Boss of the Campaign: 3 "Vex Giants". That's it. No different from the gate lord. Okay, to be fair the final one has a vex grenade launcher with no gravity drop, but, really? really? Final Boss in the Crota Missions: Okay I'll give them this; It was pretty fun. It had a respectable but avoidable damage output and the circling rings sometimes messed up your shots. all in all a solid boss. Skolas: A normal fallen captain with a scorch cannon that could teleport farther. Very boring. Very bland. Strikes: Sepiks Prime - Good fight actually. Servitors are rare enough on earth for their mechanics to be unfamiliar, and his surprise teleport + unique melee combo was consistently entertaining for me, and I replayed that strike 50+ times during the demo. Phogoth: A giant ogre. That's it. Nexus Mind: A giant hydra with not 1, but 2 shields! Oh man what gameplay! Winter's Lair: A giant captain. That's it. (This reminds me of the mission with basically the exact same boss; a big captain). Psions: Literally 3 Psions. To be fair they had fast and powerful shields but that's it. Valus: OH MY GOD A NORMAL COLOSSUS BUT HE SHOOTS MORE ROCKETS GENIUS BUNGIE! ^This guy never go fixed, even after most of these fights got fixed after TTK, he remained a bullet sponge. He was the only true bullet sponge in the game at that point though, so some people might consider that his mechanic. Undying Mind: A giant hydra with not 1, but 3 shields! oh man what gameplay! Shadow Theif: Yup no complaints on this guy either, fun boss fight that lasts the whole strike. [/spoiler] They suuuuuuucked.
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Edited by [SiN]大き氷: 2/12/2018 2:38:06 AMI've been playing since d1 beta lol. Read your post anyway and yeah pretty much. I think the important thing to take away from boss fights is that they do not necessarily need to have unique combatants. Sometimes it's simply the fight that is what makes it. I thought rise of iron made a good example of this with it's redux of sepiks and the abomination heist. Same boss but the encounters were just better than their originals. I think the common thing people like strike boss encounters the most for is their brevity. Going on for too long makes what seems effective weightless after a while. Which doesn't necessarily mean the health pool needs to be small, just that our resources need to always potentially be big enough for the task. Putting pauses on the fight do not help with that. Ammo not dropping doesn't help either, and neither does a team not making and using orbs. Though that last one is not necessarily bungie's fault. Two things they could easily do are implement vehicles more, and pick up weapons like scorch cannons. The pick up weapons are what made the redone strikes in D1 for me. How they haven't at least done those two things is baffling to me. In general I wish they would take their time on things, unfortunately they are contractually obligated not to.