[b]edit:[/b] please please please read the post and edits, it isn't that much! lol
[b]weapons/supers are not used for direct dps towards hp[/b]
this lets guns and guardians be op/powerful without diminishing the challenge of a raid boss. weapons/supers are instead tools to complete the mechanic required to deal damage.
let us feel like the monster god-slayers we are meant to be while allowing the monster gods to remain imposing.
[b]edit:[/b] i'm not trying to promote the entire KF raid to be foundation for future raids, only that instead of nerfing weapons and supers bc of player dps, add some mechanics that let us use guns and supers LIKE the Oryx encounter (kill knights to spawn ogres, ogres for blights, supers for orbs, ads and safety etc)
[b]edit:[/b] Aksis is a great option (if not better), I opted to use Oryx as it doesn't involve our weapons or supers dealing damage to him directly. I think the sweet middle of the two would be great for all types of raiders
[b]edit:[/b] final raid boss, not all boss encounters, sorry!
[b]edit:[/b] for those who may not understand, Oryx does have a dps check that's NOT related to his health points (chest stagger). your light level means something here
English
#destiny2
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While I have not done any of D2’s raids, I did all of D1 at least once and to this day none of the raids gave me the rush and exhilaration that killing Oryx on hard mode did. It felt like real desperation, like every single bullet counted. Making sure every shaking hop on platform landed soundly. Watching Oryx drift towards Saturn after defeating him felt so good. Other raids just felt like “business as usual”. Just another day at the office.