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#feedback

7/22/2015 12:12:24 AM
31

Bosses are boring to fight

Bosses in Destiny are a big pain in the ***. I will explain why they are so annoying and boring and why the nerfs are just going to make us have a more unpleasant game experience. After that, I will explain each boss in particular. The first problem with bosses is that you look at them and immediately you recognize that they are larger versions of the heavy enemies. This takes away some excitement with the encounter. The second problem is that they are generally bullet sponges with loads and loads of health. There is no strategy to beat them, just don't take damage, and camp while getting as much damage in as you can. This is not fun, or challenging. Third, they do way to much damage to make most weapons viable. There just simply is not enough time to use anything but a few sniper shots or a rocket launcher. This is why Ghorn and the 2 snipers were so valuable. Fourth, there is no way to get near them for less damage fall off. This basically means I have to give up several weapons that require closer distance to be effective. Now I will discuss the bosses (strike and raid) Fallen Walker: This is, to me, the best designed enemy in the whole game. It should be a legit boss but it was made into a mini boss for some silly reason. One of the only enemies I actually like to fight. It has all kinds of abilities and it is ok to get killed by the cannon because if you see the laser you deserve it. It has various weak points that open up the big one. It has strategy and if you are brave you can even shotgun it. Best boss in the game. Sepkis Prime: This guy is a "prime" example of a bad design for a boss. He is just a ball and you shoot him in the eye. So simple, too simple. His only redeemable quality is that he can teleport. He suffers from all the problems above. Phogath: He is just another Ogre but bigger and more of a bullet sponge. His weak point is in an extremely annoying place. He basically forces you to camp because his eye lasers will kill you so fast. All he does is walk around like a regular ogre and let his adds torment you. It's boring, tedious, and not fun. The only cool thing is when you open the door and he is all chained up. Archon priest: He is just like the devil Archon in the beginning of the game nothing different. A buffed up capitan with a Shockwave attack that denies you any close combat. Only strategy is to camp at the entrance and then pop out and shoot him every so often with rockets. He is one of the player bases most hated encounters. Nexus Mind: Just a big hydra with overpowered cannons. A step in the right direction with the boss entrance and the rotating shield adds some strategy but because his blasts are so string and weak spot so small, the shield is more of just an annoyance. He must be camped at higher levels. His health is rediculous and shield too, so in the end it is an unpleasant and not very rewarding fight. Cabal Tank: Similar to the walker but less fun because of the cannon, it is hard to detect. It is hard to appreciate this mini boss because generally you have to camp it with snipers. It also does not expose a weak spot like the walker. Valus Taric: Everyone hates this guy, and do you know why? It's his rediculous small head that is so hard to hit and those broken homing rockets. I only give a small credit for the rockets as a second damage source. His damage is way too high, sniping him is extremely difficult. I hate this one. Psion Flayers: Xbox people missed nothing here. Three Psions three different shields, there is nothing different about them except for the shields. I suppose there is some strategy here using different burns, but in general they are just really buff adds. Wtf is the cortex? Atheon: He may not be the best boss, but I think he is the best boss fight. Unfortunately the fight is less about him and more about the mechanics. He is just a min at air that stands there and shoots, basically the same as the gate keepers and the Sol Progeny. His entrance is anticlimactic which is sad :(. Fun boss, everyone should fight him, get the Vex it is a fun gun to have!!! Crota's Soul: omg such a let down. Worse than Sepkis. This is the definition of a terrible boss fight. Omnigul: I HATE THIS BOSS. It's the exact same thing as a wizard and witches already do a ton of damage. Bullet sponge, hard to hit, so many adds. This is one of the most unpleasant experiences in gaming I have had. Grueling and long, taking pot shots while trapped in a room. The only thing different is the blue shield and massive health. Undying mind: Nice entrance, but otherwise it is just another Hydra floating back and forth. Very uncreative. The rotating shield is also annoying for getting any kind of good DPS or Rockets on him. It's ok not as bad as other fights. Still bad design. Crota: well.... he's a giant knight woop de do. Like Atheon he is more about mechanics and somehow that is supposed to redeem him. The entrance is great, the boss is unimpressive. I was more impressed by the thrall in the beginning. Taniks: Same thing as Archon preist, just a different weapon. It's nice that his health is halfway at the end that is all. Skolas: Same thing as Taniks exactly except with annoying mechanics. Woop de do. The rest of the PoE bosses either fail to deliver anything or they just rely on mechanics. Bungie, I am not looking forward to fighting the same bosses dressed up differently, over and over. If this is how destiny will be for the next 9 years I'm not very interested. I want something different. The bosses don't have any real challenge so giving them more health and damage does not make them more challenging, it just means we have to camp longer and nerf ing effective boss killing weapons means we are going to be going through mind numbing Nightfalls and raids. I think a lot of people will just quit because of your recycled content model for the game. You guys need to think about this.... you really do.

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  • Bump

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  • Bungie should hire this guy.

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    • Very well said, thank you, my sentiment exctly

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    • Is like to see some more player-activated encounters on the bosses (shooting off a Devil Walker leg is a conscious, albeit obvious, choice). Things like being able to shoot and disable Valus' rocket launchers briefly, causing him to go berserk in some other way. Shooting Phogoth in the face enough closes his eyes as he stumbles around with a Void Shield trying to swipe at you for a short time. Breaking Aksors gun, forcing him to repair it with two arms, throwing Shock Grenades with the other two until repaired. Disabling Sekrion's guns, but his shield gets larger for a bit. Encounters like these wouldn't be necessary but things would be way more interesting.

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    • You think i am boring. Youre rewards for defeating me will be shit next time.

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      • A nice idea would be like when you fight the Templar that you have to prevent him from teleporting! Something like having to defend a position to lower the bosses shield or if someone used the turret you use in the Archon-Slayer mission while the others must bring the Atheon relic to cover you, or something like that, do you get my idea?

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      • I seen a giant shank and harpy in the TTK trailer and playstation exclusive preview bungievision always show such dedication and creativity to its boss design lol

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        • Edited by Mute 000: 7/22/2015 3:55:53 AM
          They're just obnoxious bullet sponges. Think they're annoying now, just wait until BH and IB are nerfed. Ice Breaker - going to regenerate a full clip in 48 seconds now instead of 30. To put that in perspective - that's 12 bullets in 96 seconds as opposed to 18 bullets in 90 seconds. 24 bullets in 3:30 as opposed to 36 in 3. It compounds over time. And you can't use a special ammo synth or anything to help you out. Alternative? Use another sniper like BH. Oh wait, you ran outta bullets there quickly too? Too bad, gotta wait 5 minutes for that synth to cool down. Oh, outta rocket ammo too? None dropping? Too bad, gotta wait 5 minutes for that synth to cool down. So do what then in the meantime? Kill pointless ADs over and over? Better make sure not to use your sniper rifle to cover! Repeat the same crap over and over ad nauseum. These morons in charge of looking at weapons have no idea what they are doing. They don't know their own repetitious game and punish people by what they see as popular instead of, I dunno, making MORE VIABLE OPTIONS? There's like 900 weapons in this game and like 7 of them are truly useful (a number that used to be larger and will continue to get smaller). Pathetic. The Thorn issue is a perfect example. If you are going to have guns with DOT, then have guns with DOT, don't have just ONE. Reduce the DOT over range. You don't make the game better by making the gameplay worse across the board. New (but really, same) content will not appease that. Destiny will eventually go down as an example of what not to do for future similar games with long term aspirations.

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          • I love this post. Agree completely (though I enjoy Omnigul until that final room) Somebody should start a thread where we just offer new ideas for boss mechanics. I know it's not our job but still, there's a lot of creativity out there we can all possibly benefit from

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          • Agreed... great post!

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          • There definitely needs to be some changes in the way the bosses are made. My views aren't as extreme as yours but we both want change regardless.

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          • So you don't like 95% of the game. Why on earth are you playing it for the other 5%?

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          • Bungie needs to realize this. Have they studied other bosses and what makes them fun and challenging? Because they chose [b]one[/b] option and repeat it endlessly. Also, I'm sick of 3 waves while you "defend" the ghost while you "buy him time" when it's just three waves. At least make it so the enemies can't get to dinklebot or you wipe or it's actually a timer. I'm starting to lose faith in this game, and I don't get pushed away from games easily. I like looking at the positives. Which is why now that I'm seeing the negatives, Bungie needs to get o work on making this game more than a gambling simulator grind fest generic fps that costs too much money.

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          • Taniks so far is the most enjoyable for me because you are fighting him across the strike, you are making him retreat and he doesn't feel like a huge bullet sponge by the end. It somehow just feels like that's what strikes should be like. Instead of going through the motions, fighting through a pathway to fight a bullet sponge at the end.

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          • Agreed, except for the Psion Flayers. having three instead of one and not being spongues is actually pretty cool. You can actually use different strategies, including shotgunning

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          • Yup that's how Bungie designs their boss fights; as walking bullet sponges. Doesn't pay to get in close or you'll get destroyed and now with this latest weapon patch it will draw out those encounters even more. I've been done with Destiny for weeks now and this latest patch is the nail in the coffin.

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          • Great topic. I think they need to get a hint from metroid prime series. Those bosses were awesome or maybe that's just my nostalgia kicking in

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          • The best boss is atheon. As far as the stages once u start the templar until the end. Unfortunatley he is only level 30 as well as there is a formula that beats him everytime. They should create a stage where they mix bosses u fight all in one room. Like gears of war. But like 3 or 4 at the same time. Strike bosses that is

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          • I just create a topic about similar subject, [url]https://www.bungie.net/en/Forum/Post/140827331/0/0[/url] They are stupid but hard to kill, there is actually nothing creative about boss fights in destiny.

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            • Bump

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            • My boss at work is such a dick. My boss above him is cool and understands but can't do anything about it so we are all stuck with him. We are firefighters. Just thought I would share;)))))

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            • I actually enjoyed Quodron pre-patch. Gave you a goal. Get that damn Goblin or you're pretty much dead. But people got that nerfed (people can't stand up to a challenge just gotta get it nerfed to then complain about it being easy and boring). Other than that those other descriptions are spot on. When the enemy forces fight on Skywatch is the hardest activity in this game tbh. Fun too.

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              • I consider myself to be a hardcore gamer and in most games the boss fight is the most challenging fight and also the most rewarding but in destiny the boss fight is challenging but it is the least rewarding because there is almost no reward except for some little triangle thing to give you 200 glimmer.... the real problem is the lack of content. When you stop to think about it any reward going to be good enough.... no more blues please at least if you give me a legendary there's a small chance I may keep it and use it. Keep the exotic drops.

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              • Strikes should feel better though. Add different routes to get to places. Make us sneak sometimes. Take out priority targets to make fighting said boss easier (or not and make it more difficult). Throw in a boss that you fight across multiple areas (let him heal or whatever when he moves will encourage you to actually fight him instead of waiting for synths or icebreaker). Make sure he actually UTILIZES the area where he is at not just him being in the middle. Add special enemy units trying to take you out (Vandal assassins that wait for you to pass a point or engage the boss while he "retreats" basically baiting you OR you come into an ambush of snipers as he pushes you forcing you out of cover OR he makes you follow him into a narrow valley/canyon/highway then wait for you with ADS while dropping an enemy heavy behind you to sandwich you). Plenty of things they can do in these strikes. Add some Search and Destroys, Rescues, High Value timed targets, new mechanics (kinda like some Poe mechanics). So many things they can do

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              • I kind of thought skolas was a better boss fight with a little more creativity. I do wish they toned down bosses constant firing and make them reload. Also their high damage melee slams that send you flying are annoying when they do that every time without warning when you get close. Despite annoying enemies with annoying lightswitch on, the idea to chase down invisible servitors in a giant arena just to take skolas shield down is a different idea. Also the arena has a lot of space to move around or hold down certain areas when there's too much gunfire. The poison afterwards is an interesting touch for more team communication. The mines on the other hand are placed too far apart with too many enemies attacking single targets. And the snipers are a nuisance as well. A lot of bosses though do suffer the phogoth formula: constant high damage attacks, no real good close range attacking, only a few spots that are actually good for hiding, way too many strong enemies attacking and no different types of weakspots. If their weakness changed locations and certain element damage did more that would be interesting. I do agree the spider walker was a great boss. It had so many different ways to handle it. I like taking its arc damage launcher off first and watching it fly off. The fact you can throw a titans pulse arc grenade underneath it and it does critical damage is another great idea for a weakness. I love also getting on top of it and blowing it's legs out because the spider tank's "melee" attack happens slow enough to avoid and happens not as often. It kind of reminded me of bosses from a game called Dragons Dogma. Sorry if my message was long, but that's all I had to say about my experience with bosses.

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