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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 tried explaining this several times over the years but it pretty much comes down to this being the logical end point of 'boss battle difficulty'. In the past a game would challenge you on the given mechanics. These being aim, tracking, strafe, ammo economy, ability usage, whatever the base mechanics are. But for a shooter, designing encounters that knowledge check you on these are tricky for today's devs. Old Halo on Legendary felt like playing an army of competent human players, they take cover and use grenades wisely. Flank, etc. It's challenging you on base mechanical skill. Now enemies are a challenge of inconveniences. High health, high damage, high spawns right on top of you. [i]Nigh invulnerable unless you have a magic mod[/i]. And, yes, invincibility phases that require some kind of mini-activity to remove. All that base mechanic knowledge goes out the window and it becomes a case of 'dps, no die'. It's wonder the GM binge players are so proud of their clears when all their builds are to combat inconveniences; 'dps, no die'.. Tormentors, and I understand if some dislike them, are much closer to how this is supposed to work. Their movements and behavior and weak points give them a mechanical personality. You're not just doing high dos from a safe distance. Hive Guardians are similarly 'game-y'. So many boss battles now are essentially one activity. It pads time and the effort requires feels 'endgame', but really it's tedious. D1 and early D2 strike bosses are all better than what we have now, because they were game-y. Difficulty in Destiny now is just a question of what are you willing to put up with. Builds you'll put up with, enemies you'll put up with, players you'll put up it. This more than anything sours any interest in the endgame.

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