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Destiny

Discuss all things Destiny.
Edited by Talk2MeToner: 4/18/2016 12:50:35 AM
123

Someone just brought up a great point. All bosses have stomp...

This isn't something k just realized but the implications of this are really big. Why are we all upset about the ammo nerf effecting PVE? Because all we do is dump as many sniper shots into every boss as possible. They're all sponges for one true that's one way they're boring... But another even more boring thing is they all have a variation of a stomp attack... An attack that knocks you back or damn near insta kill you up close. This means shotguns are almost never a good choice for bosses, same with fusions, hell same with close range primaries like handcannons. We need more variety here. We need some that you absolutely have to get up close and personal with to kill. That would bring in the Titans Melee abilities a lot, maybe one that needs to be hit in the back by Melee (brings in hunters invisibility for an almost assassination like), bring in that flame shield up close for warlocks. In general we need other ways bosses can only be hurt. Certain immunity periods where they're immune to different types of attacks or even weapons in general. Make one have a brief period of ability only damage.
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  • Not this one

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    • The strike boss Crota has a sword swing instead of a stomp.

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      • You can crouch and hip fire the fire Cabal boss in the first encounter since he can't damage you. Does that count? haha

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      • Umm, my sword does good up close against bosses. You just have to jump and press the block button when they stomp.

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      • Just learn how to time it right. Run up, shotgun, as soon as the boss braces, jump, they'll most likely propel you backwards.

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        • Edited by pValue2010: 4/19/2016 8:00:47 PM
          Omnigul and Flayers are exceptions. My Raze Lighter tears them open. The shield bros, too, arguably.

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        • Some bosses shouldn't even be able to stomp, because some don't have legs!

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        • Bump

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        • Not in the dust palace

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        • Lazy game design could of done vog or kings fall type bosses

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          fusions don't have damage drop off m8 ._.

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        • I'd like to see a boss that moves very fast, is small, and is hard to hit crits on. They're all big and have massive dps abilities/weapons which make you have to shoot then cover.

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          • I regularly use fusions against many bosses...and they are fairly effective.

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            • I agree, every boss fight outside the raids are basically all the same: clear wave, damage boss, clear wave, damage boss, etc. until boss is down. They could implement boss fights like the ones in Court of Oryx. Where certain "requirements" are needed in order to damage the boss(es).

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            • Edited by Dekuboy: 4/19/2016 1:52:48 PM
              I get that they need to stop the bosses from being -blam!-ed by supers and swords but they could at least have a normal melee attack or a sweep attack rather than Another AoE stomp

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            • The red shield brother's main attack is a stomp, but when you get up close he just swings at you.

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            • [u]Step 1:[/u] Change boss melees from an AoE stomp/ground pound into swipes, jabs, grabs, uppercuts, and various weapon swings/bashes. Remove AoE damage and blowback from stomps. [u]Step 2:[/u] Give all Guardians a regular dodge roll (let Nightstalkers keep Shadestep). [u]Step 3:[/u] Bosses melees do considerable damage (grabs can be lethal finishers, but most other heavy melees remove overshields and deal about 25% damage). Heavy melees have telegraphed wind-ups, light melees can be fast. [u]Step 4:[/u] A bosses light melees can be countered by a well timed Sword block, stunning them for a few crucial seconds and allowing you/your fireteam to do bonus damage. Heavy attacks can be guarded against, but not countered.

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              • Fuq up them commas.

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              • That why I think the restorative mind in echo strike is the best strike boss, it has actual mechanics.

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                • Destiny souls. That's how the bosses should be. Dark souls is amazing because of their boss mechanics.

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                  • Edited by Hex: 4/19/2016 12:24:15 PM
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                    How are hand cannons close range?

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                  • Any one else relies that op said hand cannons are close range :~ pretty sure there mid range.

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                  • This is why Malok is awesome. After a certain point he changes his tactics and should get more aggressive as he goes down in health.

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                  • But how would they make a boss that's not a bullet sponge? Like do you think it should act or fight differently once you get its health to a certain point

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                    • petition to change the stomp to a zangief suplex. signed.

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                      • Bosses need an aoe attack like stomp or whatever to prevent you all just tethering them and chopping them down with 3 exotic swords in a matter of seconds. Do you guys who post this shit even think these things through?

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