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originally posted in: Director's Cut: Part 1
Edited by BarretOblivion: 8/13/2019 11:39:09 PM
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I really wish Luke talked about boss design... because honestly is the one thing Destiny has overall had a problem since D1. Do mechanics like stand on plate or throw balls, etc and then stand in X place and burn 'boss'. I mean is it too much to ask for boss's to do more than just sit there and fire projectile like gun shots at us??? This space fantasy, use the fantasy for F sake and make us interact with the BOSS. Have to boss do different things that we need to react to, build upon what the raid team did with Riven/Insurrection prime and add attacks that we can interupt. More stuff that has to do with us reacting to the BOSS and interesting besides allowing us to face roll a 'chunky' enemy that is just bigger than trash mobs we have been killing for 4 years. I mean for F sake, even Borderlands has better boss's that are action packed than any of Destiny's bosses including raid bosses.
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  • Literally will solve the entire problem. Amazing it is that so many are on the Datto is right train, when the answer has always been staring us in the face. Hell, I’d love to see another boss fight where a relic or even turning the own bosses weapon against them would be a thing. Nope, instead lets nerf everything and have the same boring boss mechanic continue to be used. Honestly I’m a bit shocked people have not gone and complained that the boss fight mechanic is boring and reskinned, lol.

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  • I mean he has been voicing his disdain for bosses since D1 but everyone told him to shut up so he decided to deal with what Destiny has become. I think Well is a bit overtuned. 35% is a bit much, I think 25% DPS buff is still incredibly strong but the biggest issue even if Well gets nerfed is... boss design. Boss have too little HP and no where near as "action packed" or interesting if you look at ANY boss design via raid or solo, be it looter shooter or even MMO.

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  • I swear to God I read this 3 times trying to take a positive out of it besides "hey thanks for some communication" But it's really hollow. No real insights just surface level meh at best. A shame really. Bungie squandered opportunities, makes bad decisions and misreads the player base opting to cater to some imagined "hardcore" types who apparently are carrying the game on their back. Gladd and datto are not. It's the hordes of players putting 10's of hours a week grinding content to death wishing they had opportunities to experience the coveted end game. They play a lot just arent able to crack that last aspect of content...hidden behind puzzles and wipe mechanics or RNG and team play. Sorry Luke you missed another opportunity. I have no expectations for shadowkeep and the next season pass of so called end game content in the form of seasons. I'm not pre ordering. I'll stick around the crucible to teabag try hard who use whatever weapon whatever streamer talked about yesterday. That fun still. Oh and the community loves key fragments. Thanks for honoring our yearlong feats of triumph and heroism in such an impactful meaningful way.

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  • [quote]It's the hordes of players putting 10's of hours a week grinding content to death wishing they had opportunities to experience the coveted end game. [/quote] I don't agree with this statement. Most people don't CARE about the end game activities. People have seen the raid and go 'meh its not worth it. Loot sucks and I have to put in effort to find a team, not really worth the time or effort.' Which is true, raiding isn't worth it. Its too easy to have good loot tied to it and its too punishing for what few mechanics there are to be a normal mode for people to matchmake for to get the story out of it. Plus... its boring. Im not a fan of puzzle elements and the entire raids are designed around a puzzle element rather that skill.

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  • People care. They just have a serious barrier to the content. Puzzles and team wipe mechanic are a big part of that. Every player i ever interacted with wants to raid. I tell them to lfg its not as bad as people make it.

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  • No. If that's the case they don't want to raid at all. Even easy mode/story raids have wipe mechanics. Its part of raiding you deal with.

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  • Yeah but...but i find having unforgiving mechanics make it hard for people to get out of their shell. I used to sherpa quite a bit, and some time in year one. I stopped. Players couldnt cope feeling like if they messed up once it would be a failure. So it lead to people leaving or struggling being nervous. I get it THAT may also be part of the experience particularly LFG. But i feel today with all the mechanics, do this or wipe raid encounters its really hard to teach and players feel confident. Im not talking cheesing riven here. We can all so that. Im talking a full raid.

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  • Well for an LFG raid that is supposed to be "the end game activity" it should be the challenging aspect to where the upper 15% of raiding players clear as its supposed to be a challenge. Now if Bungie went back to having normal/hard mode raids so people could experience general raiding and let them have that experience? Yeah, then the normal raids should have maybe 1 wipe mechanic while other mistakes end in single player deaths or debuffs like DMG downs or take increased damage to teach players how to do mechanics.

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  • That’s what i think would be a good middle ground. I had a lot of fun sherpaing people in d1. I think once i had to explain dogs 🐕 too many times i was done. Seems easy. Run it with four people who never raided it can be a terrible experience even if players want to learn. Good chatting with you guardian

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  • Well I don't thing dogs design has any place in a raid. Most of these puzzle encounter need to be curbed out into actual raid bosses. People like actual raid bosses, just ask basically an MMO raider or even this community. People like fighting a tower monster that feels like you are in way over your leage but you pull together and kill the SoB. Its one of my best moments in doing Duty Finder Savage content in FFXIV where you finally clear with pugs. First thing I see in the chat logs. "Thank god!" "YYYYEEEEEESSS" "I FING LOVE YOU GUYS!" "FIIIINAAAAALLLLY!!!" They don't happen in Destiny. Raids are generally too easy for that to happen and don't feel like a challenge or epic, they are... tedious.

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  • Just off the top of my head here are 4 unique boss mechanics. 1) a boss that’s constantly moving upward where you have the use movement to keep up with them. If you stand still too long you won’t be able to hit them. 2) a vehicle fight where the only way to damage the boss is with a tank that one player drives while another soots. Two other players have to repair it, while the rest have to destroy land mines the enemies put down. 3) an boss fight in the air on two giant ships. The boss has a shield that makes him immune to bullets but not melee attacks. So you have to chase him and punch him as he’s jumping between ships. Also the boss has no stomp mechanic. 4) a boss you fight in a cave where you shoot the ceiling to make parts of it fall on the boss to pin it down. Once you do this enough times a giant crit spot appears on its back. You have to get above the boss to put it down for good.

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  • A boss where you have to run to a teammate who is lite up to avoid a damage down. A boss where they play around with knock backs where you need to move around the arena to avoid getting knocked off. Etc, etc, etc. They don't even try and that is the main problem with raids and strikes. You want to know why people don't like doing strikes? Cause the bosses don't do anything intresting so we just want to speed run them. You grab my interest with good boss design I get better at the game and you can play around with more engaging content. Quality>Quantity.

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  • How about a boss where you have to recite the lord's prayer, do three back flips, summon your ghost 10 times and eat 3 hot peppers or you cant damage him!!! Seriously. Stop.

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  • I completely agree. Making players weaker so bungie can use the same tricks they’ve been doing for 5 years is not a solution, it’s poor design.

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