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Destiny 2

Discuss all things Destiny 2.
Edited by GetSpaghett: 7/31/2024 2:38:32 AM
12

Just Feel Like Saying It Again, Invincibility Phases in Easy Content are Stupid

There is no way you can justify in lore some random boss suddenly gaining invulnerability to damage just long enough for it to do its thing. In low-tier content, and arguably often in mid-tier content, forced invincibility phases serve as literally nothing but immersion breaking plot armor placed specifically for the purpose of making things take longer. Please tell me who in the world thinks that is good game design? It heavily, and I mean [i]heavily[/i] (I can't understate how much I mean this), bogs down the experience. It feels like playing a ttrpg with an inexperienced DM who strips agency away from their players because they want their boss to do it's thing, so they just refuse to let players interfere. I would like to propose the idea that these invincibility phases should only be active in higher difficulty content. If you have enough firepower that these random white shields actually stop you quickly, it's likely that whatever mechanic the plot armor is allowing them to do isn't going to be a challenge anyway.

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  • I guess Bungie wants there to be an "attrition" of ammo or survival aspect to bosses, and that's one of the ways they implement it. Kind of like the Presage end boss. They want to see if you can survive three rounds of the battle upstairs and running into the burning room (which isn't very hard). I agree though. Unless they're adding different, let's call them, "tests" in-between these invincibility / mandatory boss disengagements, it's mostly a waste of time giving the same test over and over if the player can obviously pass it and just a test to see if you can have enough ammo going into the next damage phase. Which I guess is an intentional element to the game, or else they wouldn't make exotics like Cenotaph, or the Aeon gauntlets. Even typing this I feel like there's some validity for the invincibility phases, but I do think it would be more interesting if the Presage final boss could be killed in a single visit or two to the bottom (given you have enough dps), with there being a timer on the furnace coming back on, so there's still the running from top to bottom, but a guardian or team with enough damage output gets to feel the power of bypassing the usual intended gameplay loop when revisiting the encounter as they get stronger. This same thing would need to be implemented somehow into every other boss fight that is low / mid level content that has a mando no damage phase, with no evolving interesting reason for said no damage phase.

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