I'm fine with them having the mechanic.
What I'm not fine with is being thrown back 10 football fields at high speed to die against a wall I barely hit, or the fact they can do it on seemingly a 1-3 second cooldown. You should at least be able to jump back and dodge the stomp somewhat. Sure you should still take some damage and maybe a little knockback, but there should at least be some reward for the risk, not an instant death.
EDIT: Again let me be clear, I'm FINE with the mechanic and bosses having it, it's just the extreme knockback. Also when you guys say you have to "bait" the stomp, it still happens on some bosses literally a second after he previously stomps.
Didn't know about the melee trick, I'll give that a try but it should still have some kind of ICD so they can't spam it like they do and decreased knockback. Make it do more damage and decrease the knockback and I'll be happy. There should be some risk/reward at stake here but instant death from the 10 mile knockback seems a little extreme, specially when they do it in enclosed spaces.
EDIT #2: Noone is "crying"" here about anything. If that's the first impression you got from my post, it just shows what kind of whiner mentality you yourself possess. Maybe stop projecting it onto others and seek some therapy for that. ;)
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Lol just punch them as they punch ez fix
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1 RespuestaI just want ogres to pickup enemies and eat them like a rancor.
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It’s getting tiresome.
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i got stomped literally all the way from futurescape front door to where the map changes to lower half.
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5 RespuestasEditado por TotalDramaGamer: 12/21/2018 12:49:50 AMCreative effects to deter close range guardians: Giant Knights: Summons a gout of fire (that they learned from being an Acolyte) and envelop themselves within. The fire is deadly, but does not have DoT. Lasts 3 seconds long. Giant Psions: Targets the ground beneath them with deadly void energy. Bouces the guardians vertically upwards and then hangs them in midair for 3 seconds. This attack does not do damage while the guardians are caught, but it will do decent damage on cast. Giant Hydras: Teleports guardians away from it instantly and disorients them (stun effect). No attack. Rather, anything that gets within 5 meters of the Hydra is teleported a set distance away. Stun lasts 3 seconds. Giant Captains: Extends all four arms and does a twirl (kind of like a blue Dark Drinker). Guardians caught in twirl take medium damage and become weak to arc attacks for 3 seconds. Giant Taken Versions of the Above: Each can pull guardians into the ascendant realm (do the KF effect, not like Dreaming City) with a momentary aura. The guardians affected are unable to damage anything for 3 seconds, however, they still take damage normally from Taken attacks. Obviously, all of these attacks have wind ups like the Stomp mechanic. They're designed to be avoidable, but also punishing. Except the Hydras. I think the Hydras should be innately more in tune with teleportation manipulation. ffs they don't even have limbs. -- I feel as it Giant Minotuars, most Cabal, Fallen Archons and above tier, and Ogres are all okay with the Stomp mechanic, IMO. It's either more their nature or shows their rank regarding the potiental to 'brute force' their way out of a problem.
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Yeah I’d like to see something different also. Maybe a boss that would scream it’s lungs out releasing tracking missiles or bombs in the air so you would have to run somewhere safe or parts of the cavern would crumble after it throws a hissy fit and we have to duck and dodge the debris etc.
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I'm laughing so much. This is so true.
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1 RespuestaThe stomp mechanic is intentionally lazy at best and poorly thought out at worst. They could encorperate different melee animations or different attack types in close quarters based on the bosses race or but no. Every single boss has to have the exact same stomp. The only difference is that sone take 3-5 seconds to stomp while ithers stop every 0.10 seconds. Ive only spent 5 minutes thinking about this and ive already come up with sone acceptivle variations to the races melee. Taken phalanx boss tyoes could do a shield uppercut to launch players vertically into the air. Taken captain bosses could surround itself with that thing that blinds and suppresses you if you get too close. Vex bosses like the genesis mind could not stomp, but instead launch fire at his feet to continually damage players near him The Atheon like minotaur in Inverted Spire could do something similar, but shoot its machine gun energy like thing into the air so they shoot straight down as a continuous AOE damage effect Ogers/taken ogers could do contious ground pound/punches that knock players slightly vertical aswell as damaging them at a certain height from the ground, Forcing players to jump higher or out of the way to avoid damage. These are just quickly thought up ideas to make it easier to understand what im talking about. TLDR: Specialised melee attacks based on the race and type of enemy/boss The scorge boss in The Hollowed Lair is easily my favorite boss because he has an AOE attack like that aswell as the tether he does. I want to see more bosses like that.
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oh i agree its even worse in gambit great mode but being stomped off the map is totally retarted there is no need for the shear distance pushed and no speed drop over distance plain just broken
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I actually think the best choice would be to remove fall damage and wall splat for guardians. Even ignoring the stomp-wall deaths, I have been killed by the architects when running off an edge for a 5 ft drop. Idk if my guardian twisted their ankle or what, but the ghost comes out and decides he has to restore the whole guardian as a result.
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Yeah the knockback is stupid lol knock me to the ground fine, but if the Sun isn't yanking my ass off of ghaul's ship, then this dude's stomp isn't gonna make me go flying
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I dont understand the gripe here. Just melee through it. Its supposed to dissuade you from just point balnk full auto shottying the bosses. I mean, if you were 9 ft tall with feet the size of mars, then of course the easiest way to 'crush these insects' would be to boot them away. I mean they could change the animation to one of kicking a field goal if distance is the issue.
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but how else am i going to fast travel while doing Escalation Protocol?
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I've started to notice an increase in distance thrown as updates go by. Death from terminal velocity is also starting to become more common, especially players of low Resilience. The spam itself is more frequent. Without any healing of sort, 2 or 3 stomps will kill alone. Not taking account of other damage.
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Its the player not the mechanic. If you cannot figure out how to beat this simple mechanic, this game probably isnt for you
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Editado por iDare2Defy: 12/21/2018 4:21:22 PMI get triggered every time I fly into a gambit match and see it's Kell's Grave (which is about 90% of my matches). Because I just KNOW I'll be slowly - sometimes swiftly - floating down to my inevitable death by yellow goo screaming, "No, no, no, noo!" just like Cleveland from Family Guy. Every time I try to go kill those bloody wizards. Every. Time. The boss is just like "Nope!" *stomp* "Oh you survived?" *stomps again* "Oh wow I actually sent you flying into the portal. Have fun in there!" *gets sniped by Queenbreaker immediately* *respawns back on our side* *spawn sniped by same guy just for good measure* *quits game*
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1 RespuestaOr quit trying to just use a shogun the entire time? PvE is a cakewalk in this game..you want to nerf bosses? Think its you, not the mechanic
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2 RespuestasYou wanna know why this is a thing? Because morons like me in D1 figured out the timing of the boss mechanics, when they smash, when they berserk, etc. Because of that, you could stand point blank on any and every boss, walking in and out of their detection bubble, causing them to melee but then be far enough away they can't do anything. Or with the hydra bosses every 5 seconds or something they ground slam, so you just jump straight up right before the timer is up and you never get hit. Basically, they tried that already, and we exploited the shit out of it. So they tried something new (D2 as a whole really) to try and curb the speed runners, but in doing so made things so monotonous more than half the original fanbase is straight up gone
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I think the issue lies more that just about every high powered enemy has this mechanic. It's way over used in this game like they can't come up with something new 4 years later into the game.
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1 RespuestaI think the stomp mechanic has to be brutal and I expect Bungie to make it stronger going forward because it's the only way they can make Shotguns less good. If the stomp is strong enough people might choose to use something that isn't Ikelos one day :s
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10 Respuestasmelee at the time of stomp and you won't fly back
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1 RespuestaPrimeval summoned, go kill the wizard with EP shotty. queue Peter Schilling ....4.....3......2.....1 earth below us, drifting falling, floating waitless.....
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14 RespuestasLol, crying about a game mechanic... Go back to monopoly kid
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2 RespuestasI hate Kargen's stomp. I feel like his knocks you farther back than any other stomp. Besides, if he wasn't a telepathic Mike Wazowski, his little noodle legs wouldn't do jack.
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Just melee before they stop.