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5/18/2018 12:49:55 AM
16

Lack of consistant cover in end of strikes

I've noticed in destiny 2 strikes that the end bosses have little cover or constantly changing cover. I was having to do night falls several times which in the past wasn't such an issue but I think the lack of cover and having to constantly run around wishing my health would return has made the whole experience get to the point where I'm not actually having fun. I know in D1 it was the opposite where you sat in some corner and shot at the boss, but I think D2 went to the opposite extreme. I think strikes/night falls would be more fun again if bungie could find a balance between having cover and not forcing you to stand in one place. Does anyone else feel this way? And if anyone likes it why so? It also might be good to maybe have a variety of strikes where some have more or less cover so people that like cover or not so much cover could enjoy them.
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  • It doesn’t help that nearly every enemy has a weapon with splash damage

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  • You've got it. Its a design choice on the part of Bungie that is an over-reaction to the Y1 D1 need to "turtle" behind cover in a defensible spot, because they made the play environments so ridiculously lethal. They did a pretty good job of finding middle ground for Years 2 and 3 for D1. But now the pendulum has gone to the other extreme now. Where just about every boss fight is being fought in a box from which you can't escape....and in which there is little to no effective cover...and no verticality. So---no matter where you go--- you're always vulnerable to being flanked or over run by trash mobs. Who ever is designing strikes needs to realize that this design only works for certain kinds of bosses. It worked for Shield Brothers because you could use SPACE to protect you. The Melee brother could only attack from short range...so if you backed up...you were safe and could deal with the adds. The Mortar brother could only attack you at range....so if you got up close....you were safe. Which made for a fun strike where there was constant dance of trying to manage distance. Lake of Shadows and Sunless Cell worked similarly. The Boss is dangerous up close....but relatively harmless at range. The pain points are managing the shirnking platform, and the darkness respectively But with the Wretched Eye....they started this tend of the boss battle just becoming this killing box where you had to run around constantly just to survive because there's no effective cover....and now you have a boss that can attack you from anywhere....as well as teleport right up into your face. So you wind up having to run around like a headless chicken trying to stay alive because there is no effective cover from which to fight. IMO, this makes for a play experience that is PUNISHING instead of challenging....and TEDIOUS rather than fun. Unfortunately most of the Destiny 2 strike boss fights follow this script. The Nokris strike is tolerable because both the Orge mid-way boss...and Nokris himself both move very slowly . So there's time to move to better cover if you get flushed from one spot. But the Prodromos Down strike is just obnoxious. That Boss is extremely fast. Extremely tanky. Gates your damage by teleporting away. Half the fighting area has been cut away so they are holes you can fall into to your death.....and the other half you have shanks putting down a suppressor field so you can't run or jump to get away from the enemies who are---oh by the way---unaffected by that field. There is a good reason why most of the player base hates that fight.

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    • I feel the opposite, i think the strikes in D2 are alot better than all D1 strikes pre ttk. These strikes reward players who memorize add spawns and cover changes. Nearly every early strike in D1 you would just find some cover that worked and youd just stay there the whole time, the fights were boring. The added difficultly is refreshing and needed imo. If they were easy the game would feel even more empty than it already is.

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      • I find the lack of cover, or over abundance of enemies that force you out of cover, to be particularly annoying. I hate it when I try to take cover to get my health back, but the only thing around is a tiny rock, and there’s a minotaur just shooting the ground beside you inching your health down while you can do nothing about it.

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      • I’m not a fan of those killing hole designs either, no sane person would deliberately put themselves into such an inferior exposed position. I guess flushing out the player makes it easier to balance the whole thing, it makes the simple enemy AI more menacing without having to be too clever. Soloing certain nightfalls becomes super difficult or next to impossible, but I think bungie doesn’t care about that. It’s either get with the program or you’re shit outta luck.

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        • Exodus Down is great, not only do enemies chase you around but so do their bullets. All day running around you can't take a break. Running wouldn't be so bad if it built up to anything but it doesn't.

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          • I still haven't decided if my "favorite" is trying to deal with Brakion during the nightfall where you're expected to use "cover" that flips you off and vanishes the instant you so much as look at it while an aimbot sniper is chasing you down every step of the way or if my "favorite" is dealing with that Tree of Probabilities schmuck without everyone having a full super on phase 3, which inevitably ends with you getting killed by Destiny's horrible physics as you go flying into a pit because the game is actually going to sit there and pretend that you got hit by his melee.

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          • Thanks for input. Good to hear what others think. I'm not sure if some people read all that I said. I said, "I know in D1 it was the opposite where you sat in some corner and shot at the boss, but I think D2 went to the opposite extreme. I think strikes/night falls would be more fun again if bungie could find a balance between having cover and not forcing you to stand in one place." So no i do not want to be forced into a corner either. I just think with d2 they went to the opposite extreme as a response to that issue. And it would be nice if they tried to make strikes that aren't overwhelming with little cover but also not made that you just sit in some corner and cheese it. It doesn't have to be one or the other. It would be good I think if it was like you could move around the area and i wouldnt even mind if you were forced to move around due to adds but also have various good places to take cover. So either you can move around or if you need cover it is there. I think the disapearing and reappearing cover tries to make this possible to an extent but some of the cover is really just boxes and you can get hit by splash damage.

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          • I think this was done by design. It's to prevent people from camping in a corner and picking away at the boss's health.

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            • Edited by GrundleBeans: 5/18/2018 10:03:30 PM
              Wait, so you're complaining you can't cheese a boss by hiding in a corner and Bungie actually made boss fights more interesting than "stand on this X here and you don't get hurt"? The changing cover is intentional and a good choice. It makes it so we can't use exploits or cheeses on fights and actually have to fight to survive. In my book that's more interesting and fun, especially when you work out a working strategy. It makes killing the boss that much more satisfying. I'd say the only one that really sucks is Exodus Down, because people choose to stand in the center where there's barely cover. That boss fight could definitely use some adjusting, but others like Nokris are fine.

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            • Bubble titan. Problem solved.

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            • Edited by GalaxySpider: 5/18/2018 12:02:20 PM
              No, there is enough cover. If Titan players would actually start to use their walls and Warlocks using their rift more often, nobody would die. I don‘t k kw why so many people „forget“ their class ability. Not to mention the players constantly ignoring the goddamn ads instead of killing them. It is so frutsrating wiping 2 times in a row (glass modifier) because the other 2 random guys were constantly dishing out damage on the Pyramidion Boss (even though I had no power ammo left and one of the guys only had 1 rocket as well). That left us with 2 waves of ads, including snipers, yellow bars, rushing goblins and no consistent natural cover at all because it is scripted and the cover was switching way too fast. After the 2nd wipe they actually realized that they should kill the ads first before advancing to the next phase. Seriously....many times it is just the fault of idiots.

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              5 Replies
              • You want to stand somewhere the enemy will NEVER get you and shoot at the boss without fear? They were called Cheese Spots in Destiny 1, are amoung the very few things I'm glad they [i]didn't[/i] bring accross.

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              • So what are you asking for? A boss fight where you can just stand still and shoot something?

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              • You said it yourself, people camped in d1. They didn't want that in d2.

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              • Get gud

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