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#feedback

Edited by GhostMerc86: 11/17/2014 9:18:57 PM
3

Boss Encounter Changes

I’ve changed some boss fights to encourage more teamwork and I’ve changed a couple to be impossible without teamwork. Also, I added sparrows to one fight. Enjoy! [b]1. Sepiks Prime-[/b] Alright let’s go over current strategy. Stay behind boxes, kill adds, and put the rest of your bullets into his eye. Not a bad way to start the strikes, but hopefully it’s not a trend. To start the fight you should have to fight through a few more guys to turn off a randomly placed shield generator. Only takes one guy to turn off and only gets turned back on by adds if you don’t kill them fast enough. His strategy changes toward the end of the fight. The shield generator could no longer be turned back on. At 20 or 30% life he starts jumping from one guy to the next doing an AoE shield drain. It takes a few seconds to fully drain and only takes away your shield. The AoE part is so the fireteam doesn’t huddle together and so the targeted team member doesn’t go running into the rest of the team while they’re dealing with adds. Teamwork isn’t necessary for this one, but at least you have to be aware of where they are. [b]2. Phogoth, the Untamed – [/b] Once again this fight is: find the weak point, shoot it, and don’t die. I imagine he’s in chains because he can’t be controlled very well, and they probably didn’t ask him to sit still while they handcuffed him. I’m proposing that there is a device in the chamber that can be activated that hinders Phogoth. Like something the Hive had to use to keep him controlled. It runs on a cooldown, is hard to reach without dying, and takes away his head cannon or ground pound for a short period of time. The next is that his attacks do damage to everything, not just guardians. He appears to be out of control but doesn’t hurt any other hive. It would be cool to kite a few Knights right through his head cannon. Coordinating aggro grabs and button pushes with the fireteam will be fun. Increased teamwork ability. [b]3. Aksor, Archon Priest –[/b] I’m starting to see a pattern with these boss fights….. This guy looks like a large captain, but for some reason he doesn’t have a shield. I think he should. When he gets out of the jail, he has a random, unknown shield, or weakness. Once you break the shield you can damage him. When you drop 1/3 of his life off he goes back to the cell and grabs the next random shield out of the remaining two elements. Break the shield, then take off another 1/3 life. At that point he grabs the last shield, which, at this point, will be known by process of elimination. Break shield, then kill. It will add some randomness to the encounter. Every time you fight him will be different. The better your Fireteam coordinates their element damage, the quicker the fight will go. “That’s f@#$in teamwork!” [b]4. The Nexus –[/b] Biggest change right here! Put The Nexus in a huge arena with little to no cover. Increase the damage he does also, nearly one shot kill. Then scatter Vex gates throughout the arena. Here’s the cool part: Sparrows can be used in the arena and the Vex gates can be disabled by boosting through them with a sparrow! The gates open at random and disabling them pulls a massive amount of aggro. So much so that one guy zooming around can tank the boss while the other guys do damage. Miss a gate? Prepare for adds and the boss to ROFLstomp a teammate. The level of the strike should dictate what level sparrow that is needed for success. Doing it at level 24? Gonna need two green sparrows running at the same time to shut the gates down fast enough, or just one blue sparrow. (Wait, they have an actual purpose now?) Weekly Nightfall? You’re gonna need a blue and probably a green flying at the same time. Once again, teamwork gets the kill, not hundreds and hundreds of bullets. No soloing or tricking this one. [b]5. Valus Ta’aurc –[/b] Ummmm….weak point, adds, repeat? This dude is inside his mobile fortress and there are no extra weapons lying around and his only defense is a good offense? The base should give him an impenetrable shield. Unless of course you have a floating computer thing that can recognize random access points around the arena that he can hack and disable the shield for a couple of minutes. Oh wait! I’ve got Dinklebot! This change alone would be a huge improvement. Why stop there?! The access points would take two or more ghosts to trigger. Three ghosts would increase the shied downtime. Remember the extra weapons laying around part? It would be a random arena each time. Sometimes you get the shield disable arena. Sometimes you get the one with big cannons sitting around and they’re the only thing that can damage the boss. Once again, two ghosts to enable, three to do maximum damage. You literally wouldn’t be able to solo this boss anymore either.

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  • The ideas are good, they would make it feel more like a normal boss fight. but a strike should still have a solo option. So if you go in solo it stays as is, and if with a fire team you could do a more team oriented strike that would be okay with me.

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  • Sorry, but here's a TL;DR version: Make each strike boss a unique experience. Not just a location and character model change.

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  • Not bad ideas - but I would rather have different strikes all together instead of the same ones with changes although your ideas are compelling as they would shake them up a bit. Not sure of the portals as we get that in Raid. The only logic would be to prepare you for what you will see in VOG. But all in all - I agree with some of this and in general agree because we need more variety to stay in Destiny.

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