Agreed and Liked. I do like the bosses, I assume they're rather simple and straight forward so that you can complete them first time, but I also feel like they need more interesting mechanics for level 20+s looking for more complexity and variety in the end-game content. Some random thoughts for potential additional mechanics for hard modes: (These ideas probably suck, but these are just examples of the type of things I'd like to see to spice things up)
Devil's Lair - Fine as is. Good, basic intro to Strikes.
Winter's Run - The Archon Priest periodically summons golden Servitors with random elemental shields. As long as they're alive, the boss will slowly recharge his HP. Kill them quickly.
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Nexus - The rotating shield around the Hydra is cool, but reduce the amount of HP the boss has, then special Vex adds can spawn periodically, (at 80% HP, 60% HP etc.) and slowly walk to the Hydra to sacrifice themselves (similar to public events). The boss is healed a little with every sacrifice you fail to stop. Also the Hydra will periodically create a huge barrier around the central half of the arena. When he does this, you need to get close to the boss because anyone outside the barrier will take periodic damage.
Summoning Pits - Reduce the boss's health. 3 coloured statues added to the map. Red, Blue and Purple. Periodically, two random statues will start to charge and glow, and you need to identify and destroy them before they "activate". Example: Red and Blue statues start to glow. If you fail to deactivate the Red and Blue statues, all 3 statues will explode (AoE damage) and the boss will receive a beefy elemental shield (of the remaining colour, so in this example he'd get a Void shield) .
Cerberus Vae III - Goliath Tank: Put generators around the map. These can be destroyed but will generate void shields a few seconds before the Goliath launches missiles into the air. Moments later those missiles will fall and home in on every player and kill outright them unless they successfully hide from it (preferably get inside a shield, or generate one if you're a Defender).
Cerberus Vae III - Valus Ta'aurc: Put generators in this room too. Periodically, they will activate void shields and then the boss will enter a sniping mode, sniping any player it sees with an explosive charge, causing them to explode repeatedly with an enormous AoE. Even after a player has died from this, they will continue to explode for a while, making revives impossible (unless they've died close a void shield which can protect any would-be medic). Boss will also receive a random elemental shield for a successful snipe kill.
I've yet to try Dust Palace but from the sounds of things, it's 3 Psions with 3 different shields. That's more like it! For hard mode I'd suggest they each get a damage/defence buff whenever a Psion dies. The strategy would obviously be to kill all 3 at the same time to ensure they don't benefit from that buff.
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These would make the battles much more interesting. Prime is the only unique boss. The rest just shoot and walk in a circle. You kill the minions, then go back to head sniping. It's very boring and takes far too long. Nothing should be able to survive 1000 sniper bullets to the head, let alone 100.
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Diggin it
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& this is why you're a ninja...good points
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Some of these ideas are nice but at the same time they are trying to tap into a wide audience. Meaning not everyone is good at FPS let alone great to take on overly tricky or punishing fights. Right now only 2 weapons can be elemental and both are very limited on ammo so making bosses that have enormous amounts of hp resist types or in case of current weekly and night strikes... deal a percent more of 1 element is pretty harsh. Good example is the arc burn on Septiks prime requires you to be over geared for the fight or you wont survive more than 1-2 shots from the vandalls who use both homing shots and single hit sniper guns. To me thats not making a fun or interesting challenge thats merely just creating an inconvenience for anyone that doesnt have high level weapons of that element or over geared armor. Raids are where its at where its more a gimmick to where you have a clear right and wrong way of doing the fight along with having a minimum set of gear for your team of 6. I do not think any of these strikes are meant to be more than stepping stones in PVE for Raids because even Nightstrike raids are less about strategy and more about correct high end gear for both defense and correct weapon elements. Lastly Dust Palace has become one of my most favorite strikes along with Devils lair... Mostly because the PSion shield parts along with timed predictable waves makes it a puzzle to figure out then farm which is more like MMO should be.
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[quote]Some of these ideas are nice but at the same time they are trying to tap into a wide audience.[/quote]IMO that's what story missions are for. I think with Strikes, it should require teamwork. With each Strike unlocked requiring progressively more advanced mechanics that become less obvious with each boss fight. Also, I said I assumed they're simple right now so that everyone can do them, but I think at level 20 strikes need a little more depth to them. In order to hold people's interest. I just played Dust Palace and it was a joy btw. Great boss fight, and the adds were announced with the dropship rather than just flooding out a doorway too which is nice.
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Do you think maybe there should be a "heroic" mode for strikes that would be for players who are more hardcore than the average player. They could have some of the added elemental damage and more of the "punishing" elements that might not be for everyone. The rewards could be unique class item, or emblems.
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Good one! Really like it!
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I can't like this enough. Hopefully stuff like this will be implemented later. Will really add to the teamwork and excitement of a fight.
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This is exactly what I was hoping someone would post. I compared a lot of Destiny' initial fight offerings to "Tank and Spank" from other traditional boss styles. I'd love to see more positioning and burn mechanics added to keep players on their toes. As it is, the only thing running through my mind currently when facing a boss is: 1. How's my damage? How's my cooldowns? 2. Are there any adds currently pressuring me? 3. Do I have cover? I'd love to have to juggle more creative mechanics as we move forward. We'll see how the raid feels. PS: I'd love for the Nexus fight to also have a "flood" mechanic where anyone not LoS'd from the boss would take massive damage after a charge up. Then a feedback would cause anyone THEN LoS'd to take massive damage. So it'd be a reverse pillar check mechanic.
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I think the grind of a boss is good for higher levels but for time spent you need better rewards .. Or higher chance for it ... Because everyone will just play lower levels to farm cuz easier faster and better loot in the time frame ... Beyond that the bosses are fun and they each have their kind of way to battle and avoid .. And I like that .. But more options would be nice like activating battle changing things ... Environment weapons .. Or arena changing events that aren't always going to happen... Maybe depends on what you do or how fast you did a certain amount of damage ... Or if you activated enough things in this time frame that you get an artillery strike .... A bit of realism in the sense of its an mmo.. Work together do objectives instead of just everyone being in a group while you all shoot.... Cuz sometimes it feels like that
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This suggestion is awesome! However I would add for Summoning Pits, rather than it be statues, it be Wizards that power him with the shield over time. The quicker you kill them the less of a shield he gets.
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Yeah, though I was trying to make my suggestions as varied as possible. I already suggested adds that heal the boss as a mechanic for the Archon Priest.
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For devils lair have the boss drain life from dregs and vandals but lower his over all health. (The drain would be slow)
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I... really like this idea, except it should be that his health increases.