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7/27/2015 4:54:25 AM
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I'm a skilled sniper so don't take my opinion as law. It's more of an elitist view in hindsight. If I can hit the 3 quick precision shots why the hell shouldn't I get rewarded with more ammo? At least it's not like the icebreaker where I can miss all my shots, but 36 seconds later I'm sitting in the same spot with a full sniper.
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  • Honestly I agree. I'm half "black hammer should reward skilled sniping with something better than a complicated outlaw perk" and half "bosses should be better than stationary sponges that can be hit over and over with snipers from a distance by anyone who can moderately aim".

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  • All I'm going to say on that topic is if bungie made their bosses mechanically sound this wouldn't be an issue. Servitor bosses are the worst offenders of this. It's like some idiot in the dev team showed up one day and said, "Hey you know what would be a good idea? Making a boss that shows you his precision spot all fight without hiding it once." The next biggest offender is the stagger mechanic that bosses shouldn't suffer from. Let's use Urzok the flame prince and a regular level 30 hallowed knight. Why the hell does the boss suffer from the same issue as the trash mob? Bosses shouldn't be able to be staggered. Don't even get me started on devil walkers.... They should be renamed devil turrets because walking isn't a thing they do.

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  • Yeah the stagger is really bizarre and it helps to fuel that "Ok this boss is a big knight, this one is a big captain" feeling. Basically more bosses need to be more agressive and mobile. When you mentioned the devil walker I actually imagined it targeting a player and moving toward them over terrain instead of in a little circle. Like if you don't move from the back you'll get cornered and murdered by the boss. As much hate as Valus gets he actually moves around the room a bit. Consequently more bosses need to be approachable from close range. AOE melee ruins shotgun viability as it either 1 hits you or sends you flying into a wall which is a 50% chance of instant death. They can still have a powerful cqb attack, but it needs to be directly in line of sight and not in an area around the boss entirely.

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  • The boss design is just lazy and I'm hoping TTK changes that. I'd like there to be more mobile and mechanically sound bosses where it doesn't feel like I'm shooting my bullets into a giant sponge.

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