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Destiny

Discuss all things Destiny.
Edited by Nabia: 7/21/2014 3:07:14 AM
25

How to make the Devil's Lair harder

After playing through the Strike the first time, I was VERY jazzed. It was amazing, fun, intense, and was satisfying to watch Sepiks explode in that white blaze. That said... after playing through it again for about the 5th time, it has become... Mundane. I think it could be easily fixed and made more challenging without making it impossible or just "harder". Challenge over hardness. First, I notice that most people just auto-deploy their Sparrow immediately bypassing all the fighting at the beginning. This instantly kills the immersion for me. I want the strike to instantly "strike" me as something intense. This could be fixed by either by disallowing us the ability to use the Sparrow, or by some other physical, or fleshy, barrier right at the start. Place enemies directly in our path to blow our sparrows to dust before we can pass. Or lock off certain corridors or paths for the strike; make it look fortified, not just some re-purposed part of the exploration map. The next part, defend the Ghost while it takes down the defense grid, is solid. It was the most intense and challenging part. I see no need to change anything here. Well... perhaps mix up what spawns in what order; we have gotten pretty good at anticipating what is coming and from where killing them more easily. More dynamic spawns, here I guess. Now on the the Devil walker... this part is just a chore. The tank provides really no challenge; you hide in cover and widdle it down. The Fallen that "support" it can really just be ignored by either sticking to a Sniper Rifle at the edge of the map and moving back into cover when the Tank is aggroed, or by using the warehouse on the far left. The one with the Ghost upstairs. The Fallen do not enter that building and all I ever do is pop in and our of the stairwell with my Scout Rifle. This part can also be fixed easily; make the Fallen flush us out of our hidy-holes. Make that Fallen Captain that hangs outside the warehouse I'm in chase me down and murder me where I sleep. Send in Cloaked Vandals to flank my friend on top of the building opposite the Tank. We could also beef that tank up. NOT WITH MORE HEALTH THAT IS BORING. If anything, with all these other things raining down hell upon us, it should have less health. Make the Tank's main gun charge faster. Make the Turret rotation speed faster. I would rather this be more like the preview for the Strike before the Beta; a skirmish with the Fallen infantry will the Tank rains hell. Not this Bullet Sponge, monotony that it is now. As for the fight with Sepiks, make him teleport behind us more; get in close to use his close range AoE attacks of death. His ranged attacks could also use some buffing. During the final phase of combat, send in people from behind. Perhaps a Fallen Captain and his team. Make us sweat. These are some ideas I and my firend (the one on the roof with the sniper rifle) had while doing this strike today. What you y'all think???
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  • I agree with pretty much all of it. The first time I played it was challenging. Took like 2 hours. Now it's about 20-30 min. I hate that people bypass the beginning and you have to follow them if they do because then they'll kill everything else and it would be no fun. The mesh gate part is really fun and I like how in the beta the enemies jump onto that scaffolding thing. They didn't do that in the alpha. The devil walker is really boring though. It needs less health and it needs to be more aggressive. Also a lot more Fallen to distract you. I agree with what you said about having the Fallen spawn in areas to flush you out. Sepiks Prime needs to be stronger. If I die it's because of the Fallen in the area. I don't think he has ever killed me.

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