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It wouldn't make it easier at all. The only thing that happens is what OP said. Once you die, you just sit around for a few minutes until the timer is down. All it would do is make it less frusterating, not easier
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Yeah it would. Let me explain. You pop a synth so now you have 6-7 rockets. You shoot maybe 1 or 2 rockets and then die. Now you have 4-5 rockets when you spawn plus another 6-7 from the synth. Yeah it would be easy.
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That is exactly how the game is played anyway, you go into a difficult boss fight with full rockets and a synth ready. Tons of times on Crota after a wipe on a bum attempt we'd start it up and kill all the adds in the first room, then just sit, waiting for the synths to be ready. If you want to argue that heavy isn't a fair way to kill a boss, go ahead. In my opinion that is exactly what it is for, this meta game aspect that forces you to wait, out of combat, to be able to have the resources you need to legitimately take the boss on does nothing to improve the challenge, quality or level of play, it just makes you waste time until the next time your team has synths ready and heavy in your pocket.
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Still no. Right now you have to wait 5 minutes so if you die and you have 7 rockets you still have to wait. So either use those rockets or wait the 5 minutes. If there was no timer than it would be unlimited rockets. Anytime you have a problem you just pop a synth and wipe with full rockets and then pop another synth when you use those rockets. Rinse and repeat. UNLIMITED ROCKETS. Do you realize how much that would break the game?
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So you're saying waiting 5 minutes, outside of the are a, in the center of the room, keeps it balanced. So is it game breaking when lots of heavy happens to drop? I fail to see how arriving at crota (as an example) from deathsinger with full heavy and a synth ready is okay, that's legit right? Or should I shoot the rockets into the air and get my synth on cooldown to make the game fair? All the synth CD after a wipe does, is slow down the gameplay, it doesn't fix mechanics that can be overcome by dps races (a legit strat btw), it doesn't balance the insane killing power of ghorn, it doesn't improve the gameplay, it just keeps you from having resources at your disposal immediately to attempt an encounter seriously. It adds nothing to the game.
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If you have ever saved your rockets and then had synth waiting right after then you know how EASY it can make any fight. Also I when you mention heavy drop I really hope you don't mean that stupid exploit. EXPLOIT. What you want is something real and part of the game as a whole. No, just no. If there was no timer then people would just keep on wiping just to get rockets. With the Ghorn running a muck it would make finding a team that much harder.
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Yeah, ok I see your point there
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Even moreso, the new "go-to" strat would be to use a synth and intentionally wipe. Then people have a guaranteed 12-16 rockets ready to go for every encounter. I agree with you - the way the OP prescribes to "fix it" gives the player a huge advantage.
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But that is what we do anyway in progression, you just have to wait 5 minutes to do it or go in and screw around for 5 minutes, either way, you waste time till you have all your ducks in a row. This isn't game breaking, it is time saving.
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I understand that's what a lot of players do. I'm saying this would even moreso encourage said mentality, which in turns forces the devs to create encounters based around said strategies, that validates the bullet-sponge boss approach. I feel like the made strides forward with some of the mechanics in the boss fights of PoE, but as usual all the "pro" strategies just involve a bubble + blowing your load. *shrug* If that's what you want.
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I see your point, I just don't think the CD on a synth is a solution. A lot of groups, my regular friends included, where often the ghorn I got 3 weeks ago is the only one, need the heavy just to survive the onslaught of adds, without each of us going in with full MGs on a lot of fights we just wouldn't make it at all because primaries aren't going to cut it against three ultra reaver captains rushing us, so we wait and wait and it doesn't add to the gameplay experience, it just forces waiting.
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Please don't feel I disagree with there needing a solution, I just don't think the one you prescribe is best. I think a push towards tactics and strategies that don't involve doing damage is what is needed. Atheon (pre exploits) was the kind of encounter I really loved. It encouraged teamwork and each player understanding a role (even if they didn't understand ALL the roles) and executing properly to down the boss. Then entered the 6 ghorn spam his face and him dying in less than a minute. That's not "fun" in my book, but I don't want to take any one else's fun away. I simply disagree with your "solution".
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I agree, I think tactics are important too, I wish bosses had more weak spots/immunities/phases that would allow more creative approaches. Too often we end up hiding and sniping or blasting things to oblivion asap because one touch from an add or the boss and you die. I'd like to see more boss fights that lead to dynamic playstyles and movement. As of now you instinctively hole up in a corner and camp the fight (mines are pretty fun because they force you out), while that is a valid combat tactic in any real engagement, it makes me feel like more of a bitch than an armor clad, light wielding, darkness slaying legend. I think in any of those scenarios having all of your resources available at the start of each attempt is as balancing to the encounter as anything. Each attempt is made on equal footing.
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I can't deny that you make a great point there... I just know what you stated initially (in the OP) would create said playstyle of "use a synth/wipe" for most encounters. Basically doubling down on ammo, which will in turn inevitably lead Bungie to just focusing on increased armor/HP enemies to absorb the 8 billion Ghorn shots lol.