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originally posted in: New Raids are too mechanic heavy
10/28/2019 1:51:07 PM
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That’s literally the whole point of a raid, is to be mechanic heavy.
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  • Wish some encounters involved actually fighting for once instead of puzzle, dps prevent wipe rinse and repeat

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  • You mean like Kalli where you fight off Thrall whilst you're on a plate? Or Shuro Chi where you fight through hordes of adds between each dps phase? Or the adds you fight in the puzzle room? Or Morgeth where you fight off adds whilst collecting strength? Or Vault where you are under assault from adds for the entire duration? Or Riven, where you fight off constant add waves on every floor? Or the Heart Run which requires you to cut through hordes of adds on the outside AND inside of the heart? How about fighting those berserkers during the first encounter of Scourge? And defending the map? How about mowing down shanks so they dont get downstairs? Clearing Snipers and Map Room during the boss phase whilst everyone else fights berserkers for the charges? How about Crown which, again, has constant add waves for the entire duration of each encounter? Garden of Salvation features add control as a central feature of its mechanics. Y'know, to [b]stop vex sacrificing.[/b] What you said is incredibly stupid. There is plenty of fighting in Raids. Just as much if not more so than basically any other activity in the game. What sets Raids apart is that they ask you, as a team, to pull off mechanics whilst you fight. Remove the Mechanics and you're basically left with a facsimile of Blind Well/Escalation Protocol/Vex Offensive. Zzzzzzz.

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  • And how many of these fights you suggest are dangerous? Kalli are just thralls is that supposed to be dangerous because from what I understand the real point of those encounters is to get those puzzles down. The adds are there more to keep people on their toes than to be a actual threat against a team.

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  • All of them. I've seen people die to adds in every encounter mentioned.

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  • So the adds are the main focus of the encounter then?

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  • Keeping them under control is definitely part of it all, yeah. Dont keep adds in check, they'll wipe you before any mechanic.

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  • This

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  • Edited by Swift: 10/28/2019 2:00:56 PM
    It really isn't. It's supposed to be high challenge and need coordination. The mechanics in place now are to minimize the chances of being able to solo or bare minimum required amount of people to complete otherwise that "trivializes" the challenge. They've gone on record saying that's one of the MAIN reason that they removed self res from warlocks - because even with mechanic heavy raids - you could bypass the wipe because you would just come back to life and keep going.

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  • Edited by NubNub34: 10/28/2019 2:07:18 PM
    “High challenge and coordination”, so what your saying is that the raid should be mechanic heavy??? I never go into a raid and expect to shoot a shit ton of ads, I go in to learn the mechanic and execute a plan, not just herrrr derrr and shoot ads

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  • I’d rather go in as a 6 man team and shoot a lot of stuff with little to no puzzle mechanics

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  • [quote]That’s literally the whole point of a raid, is to be mechanic heavy.[/quote] False, they were one of the things out of the entire game since D1 released that gave people the incentive to want to run them, in D2 not many ran them because they don't offer much but to run them for the sake of running them. I'm sure they are interesting looking but looks and the mechanics can only go so far. I was going to try out the new raid but when I found out how Lazy these developers are 5 years later into this game giving the new raid hand me downs from Tess? Pff...

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  • I mean if you haven’t even completed or attempted the raid, how do you know the mechanics are so easy with a new group of people. If you watch you tubers flawlessly do the raids with their regular group and not struggle at all and think the raid is to easy you sir are stupid. The only reason it seems easy is cause they have ran it 20 times already for only being 3 weeks old.

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  • [quote]I mean if you haven’t even completed or attempted the raid, how do you know the mechanics are so easy with a new group of people.[/quote] Back up the train here, where did I say they were "easy"? I don't get people adding their own words to what was actually stated, it makes no sense at all.

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  • If you played D1 you would know what the OP is talking about.

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  • Like the other guy, I also played D1. From Beta no less. Cleared every Raid the games ever thrown at me. I love VoG, but I'm under no illusions as to where it stands from an objective standpoint - compared to todays Raids, its primitive. A fantastic introduction to Raiding, but it doesnt hold a candle to Kings Fall/Last Wish/Garden of Salvation

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  • I played D1 since it was launched in September 2014 kid. If your expecting a raid like Crota then gtfo. That was such a shitty designed raid mainly cause you could solo it, hell I did. The new raid they made is perfect. Just the right length and not hard mechanics at all. The glitches need to be fixed but the mechanics are no way heavy

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  • Kings fall and Wrath of the machine are raids that have balanced mechanics. They dont have to much to the point where it completely ruins the raid like Destiny 2

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  • Kings Fall and Wrath are every bit as unforgiving as any D2 Raid.

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  • maybe but it still wasnt as bad as the boss for garden, spire, or crown.

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  • None of those are particularly hard once you know the encounter.

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  • bro they sure are. For example the Tether in garden is glitchy to the point where it makes the encounter harder than it has to be. Motes sometimes fall through the floor etc.

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  • Oh we're including glitches now are we??? Oryx was far from glitch-free m8.

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  • Kings fall has the most mechanic heavy boss in destiny history, where messing up once will cause a wipe, the only thing close is legit riven

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