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originally posted in: Collections Fix.
6/13/2019 2:20:49 AM
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Overall, the concept of the "stomp" just needs to be changed. I mean, really, the entire game needs to be changed to something that doesn't... What's the word? .... Suck. Though we'll just stick with the stomp for now. It's been said a thousand times and, shockingly, was even acknowledged by the biggest of Bungie-blowers with that Fireteam Chat over on IGN. The bosses all run the exact same way: Do a thing, do DPS from a distance, repeat. You really can't have any variety in your attacks as the only things that change with every boss of every strike or raid are the puzzles to start doing DPS. So why not create something for each boss? When it comes to anything that isn't an Ultra, it shouldn't have a stomp of any kind. They're not important so, yeah, if we wanna rush-in and shotgun a b*tch to death then why not? It's fun. I know, I know.. How dare I bring "fun" into discussion of a video game. Shame on me. It's supposed to be about realistic graphics and overpaid voice actors subtracting from the actual content, or "fun," of a game. That's the true core of a game: How it looks. Right? Am I right or am I right? I'm right. Now, I'm not saying that every single strike boss or public event boss or any Ultras along those lines should all get their own, special knock-back. I am saying that when you have same-y ogres, knights, centurions, captains, and so on then each class should have something. How about we try some ideas, hmm? Join me... Ogres: Honestly, I think their smashing their fists into the ground fits with them. They're meant to be this wild beast attacking in a savage manner, right? Let's just do an edit for this. Two versions. And you have to pay attention to what the Ogre is about to do. One is the typical slamming on the ground so you'll want to jump to reduce the knock-back effect. The second could be like big clap, like he's trying to smash a fly between his hands; here, you'll want to be on the ground to reduce its effect. Knights: Typically two variants of Knights; one with boomstick and another with sword. When a knight has his gun, he can charge it up and dispel a blast around him that has a burning damage to it. Perhaps void as that's typically what their guns fire. And when he's got that sword, he can stab it into the ground for that violent shockwave. Here, I've created two possible encounters. One, the gun blast as no safe area as you don't want to be anywhere near it with that void damage. Two, classic stomp-style but you can jump to lessen the effect. Centurions: Classic stomp, because they're so cute and pudgy, but let's add a solar blade-swipe through the air. Jump to lessen stomp and stay on the ground to avoid the blade. Colossus: Heavy swing of that big minigun along the ground; similar to the blade-swing from Centurions but now you have to jump to avoid. Overcharged shield, not an "immune" shield, that forms around him and erupts in an arc blast. Have to get away as there is no safe place. Archons/Kells: Kinda in the same boat, here, so we can group these. How about two varying sword attacks? One drags the sword along the ground around them to leave an arc current that explodes. The second could be a couple slashes through the air, like in an "X" pattern, and even moves him forward to aggressively attack. Servitors: Already have a great one where they suck the energy from the player if they get too close. Could add a powerful discharge of void energy that cannot be avoided if close but doesn't send players flying to the other side of the map. Minotaurs: Perhaps since Vex don't really care about self-preservation, just look at the exploding Vex that always charge you just to blow-up, how about Minotaurs charge their gun and aim a blast down at their feet? A big, void explosion surrounding them and anyone not paying attention during close-range. Another could be a special kind of teleportation where they leave behind an arc current; like a streak of arc lightning in the direction they go. Hydras: Hyper-spin of their three shields to deal an area of effect to anyone caught in the spin. Void tethers that jettison from their sides and into the ground to create a void burning effect along the ground. Taken could be variants of their non-Taken counterparts. Re-skins...I mean completely new enemies...could have something on top of that. Raid bosses should really have their own, unique methods. What about ways to properly push players away so they can't just stay in one spot with shotguns? Hive can generate that toxic miasma around them. Fallen drop arc mines around them. Something! Anything! I'm not saying my ideas are perfect or would even work like I, or any of us, would ultimately want them to. I'm saying that they are different means of that "stomp" without just everything having a lazy-a** stomp. Without that stomp doing as much damage as it does and sending everyone flying into orbit no matter how they take it. The "stomp" mechanic feels like it was discussed the same way Poochy's name was discussed in "The Simpsons." Pitch: "So... Poochy okay with everyone?" All: "Yeah, yeah.. Sure. Sounds good." Just a one-and-done draft. At least my ways would allow players to engage the bosses differently. They could use distance and probably still would, mostly, but at least there'd be the option to get in tight for some shotguns or what-have-you. And they'd have to pay attention to how the boss is going to attack to get them away. And there'd be times when the area around the boss cannot be used, Hive miasma or Fallen mines or whatever, so they have to get away and regroup for distance DPS. Then you'd have people creating new ways to attack and figuring out their loadouts going into each boss fight. Okay.. My novelization of "STOMP: Why Destiny Boss Fights Are Lame" is finally in the special thanks section. I'd like to thank nobody. Stop reading this. Have a good day, night, whatever.
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  • Those are really good and fun ideas. Only criticism I have is that if you have bosses that have such a ramp up time that you can react to, what’s that going to do for aggro, and the bosses actual shooting mechanics? If there are multiple melee mechanics that give you enough time to react to and avoid them (ex. Reacting to a slam type attack when you’re already in the air and have to land), what happens while the rest of the fire team is just unloading into the boss while it performs his melee attacks over and over because one or two people are misquoting and avoiding the damage? You could put in more ads to deal with, but there are a number of supers that negate small arms fire as a whole, or that neutralize certain areas of ads - meanwhile the boss is still stun-locked from one or two people baiting melee attacks because of aggro. It is a big risk-reward thing right now with some bosses. As a hammer Titan, you can get in close, bait the slam attack, hit with melting point to negate the knockback, then get out while your team is pumping damage out. Idk, just a few personal opinions. I don’t like it myself - the stomp mechanic feels like a lazy response to an already lazy mechanic of having few close-range weapons being the number one damage dealers. If the primary weapons that weren’t hand cannons could compete, maybe we’d see more ranged play, but everything else hasn’t been in a “well balanced spot” in quite some time. Always gonna be a meta though. Also not trying to just completely bash your ideas - they’re really cool and would be awesome to see in the game! I’ve also just been trying to see a lot of community ideas from the Bungie side lately, and going off the ideas that they’ve said they have and want for the game itself. No foul play intended - I too just want to shoot the aliens :p.

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  • Oh, don't misunderstand my list of ideas. As I said, they're not perfect and I know that but they're, at the very least, new ideas that could mix-up the fights. What I didn't say was, no joke, I was making every single one of them up as I was going. Might be obvious since I was getting less and less detailed as they went-on. But, yea, I just started typing them out as they were coming to me. Not fully fleshed out ideas by any means but at least something new, something different, to further spark change in the overall gameplay. Also, something you can learn about me is that I welcome criticism. Actual criticism where somebody discusses, argues and makes points about a topic; not just "u suk. lame. i win. lul!" So no need to apologize or be concerned about starting any "F*ck you/No, f*ck you" kinda Internet bickering here. Much love. <3

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  • you have some really good ideas here. they should pay you to help them design new boss fights

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  • Some great ideas. Let's also remember that every buff to stats in the game means they can also use as a debuff. If you want to slow the shotgun zerg have the boss put out a rate of fire and reload debuff aura. Snipers can be countered by giving bosses a barrier ability, or by giving them a quick counter attack that lowers damage everytime a guardian does x damage.

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  • It’s common knowledge that in shooters you shoot.. So yeah doing DPS from a distance isn’t gonna change for a while..

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  • [quote]if we wanna rush-in and shotgun a b*tch to death then why not? It's fun.[/quote] Exactly.

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  • Cozmo, please read this

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  • [quote]Cozmo, please read this[/quote] He's "listening."

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  • He is gonna let the devs know :D

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