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#feedback

Edited by Murd3r Claws: 3/5/2015 1:50:24 AM
89

I realized something about the Raids last night.

I was doing Hard Crota last night and over and over again we had to start over...not once was it because of our team...a few times the sword disappeared...once or twice Crota just jumped up and killed our Swordbearer...and GOD don't even get me started on the -blam!-ing Swordbearer...half the time we had no idea where he was and jad to completely abandon strategy to go look for him... What this has to do with the title...well I noticed that Crota and Atheon are really the only places where major glitches are present...in VoG you don't really encounter problems until Atheon...sure Confluxes are difficult but...well that's about it really...but I only know a few people who have beaten Atheon on the first try...because if anyone dies....prepare for glitch after glitch...SO my point is...House of Wolves is coming out in a few months...I don't expect most of the raid to be too bad...but prepare for that -blam!-ing boss to be broken as hell...and of course Bungie won't fix said glitches...fixing the cheese is waaaaaaaaaay more important. Buffing and nerfing the weapons we have to use to play your broken game is waaaaaaaaaay more important....ugh... UPDATE:Since apparently this needs to be addressed...considering the number of smartasses on this forum here I go. I am fully aware that if you shoot at the Swordbearer he will move. No shit Sherlock...
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  • you're absolutely right. only see glitches on the biggest bosses. it does beg the question why and whether it's accidental or intentional. the latter seems more plausible because, as you stated, cheeses are addressed but not the gamer-friendly route. as for the swordbearer positioning of all fireteam members dictate his movements and tendencies; there is a pattern to be discovered. in the same way that atheon stays centralized on his platform if all members are grouped either on the island or back area. anybody off kilter shooting harpies will draw him that direction creating difficulty for critical hits.

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