just an annoying chore, not immersive, not fun, just tedious beyond belief
why design this way?
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I thought on balance it was good: -As jumping puzzles go, this one was just fine; I still hate that Bungie think that jumping puzzles need to be everywhere in a looter shooter, but at least this one isn't too bad if you know where the traps (and the apparently mandatory Taken Phalanx waiting for you on a ledge over a void) are. I like that there are shortcuts, and that we aren't loadout locked so crutching on Strand/Heat Rises doesn't hamstring the combat. -I loved the puzzles, especially the Pendulum. -The final boss fight is a problem; specifically the final quarter, and many other commenters before me have highlighted the issue (or been toxic -blam!- with the typical 'gIt GuD' useless additions that [i]should[/i] be earning them forum timeouts....). Now, maybe it's because I am pretty decent at PvE in this game, but it didn't take me too long to get through that phase even on Solo Legendary (but I think part of that is because the game is slapping Solo operative on us in places, and this might be one of them); I found the play was Sniper Resist + 2x Solar Resists on my chest armour, and then going straight to the switch platform from whichever side is closer to the switch I need, but it was still turbo-unfun. I did a Timed Catalyst run with 2 randoms off one of the LFG Discords (because the in-game LFG is still an insult to LFG systems everywhere), and that made it [b]so[/b] much less unfun, simply by there being 2 other targets for the boss to focus.