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originally posted in: Edit title: Not a bad TWAB
9/12/2019 4:07:46 PM
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It won't. Why would it? They're just compensating for the next raid boss's would be superbly easy death so that it gives that false sense of challenge people want.
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  • Come on man, you could never look a Bungie dev in the face and tell them you truly believe annihilating raid bosses is good for the game... You just want a casual raid experience, which is an oxymoron.

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  • I'd tell them that Damage phases that are 100% digging into its face and nothing else, something that breeds auto-reload exploitation, is a bad trend for the game

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  • Edited by Guardian3564: 9/13/2019 8:59:32 PM
    Funny how D1 raid bosses had the same mechanics yet never had this problem... It's almost like auto-reload is the issue...

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  • Edited by TJ_Dot: 9/13/2019 9:24:46 PM
    They were also bullet sponges Bubble was also still a thing They do have the same problem, but once you're six years in, and have added Auto-reload, it makes you think of how overly simple it really is. It should inspire innovation that nullifies the problem entirely, but we can only ever fear for another underwhelming kill since Bungie would rather nerf the same circle jerk strategy than just make it not viable in newer stuff so that people stop doing it in things that actually matter What they're really doing is pushing an Izanagi/Whisper meta, with a side of Ahamkara grasps locked to grenade launchers. That doesn't accomplish anything. It just gives them an excuse to pump out the same crap boss every time so that they can avoid doing anything strenuous on them. That's been a thing for Bungie, taking the easiest route to solve a problem, not the best. That's a problem and it's another that so many are accepting that.

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  • No matter what they do with raid bosses, there will always be a point where you stand still and shoot the boss. That's just how it works in video games. It also makes designing creative new encounters much harder when they know they have to work around broken exotics.

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  • Edited by TJ_Dot: 9/13/2019 9:36:40 PM
    It's less about ever having to stand still, and more about being able to for over 30 seconds or long enough to waste them completely without any mechanic stopping you. Shuro has damage caps that keeps the fight moving, I highly doubt people think auto-reload breaks her She's actually a good encounter. Anything super powerful isn't exploitive.

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  • Edited by Guardian3564: 9/13/2019 9:42:34 PM
    Yet auto-reload is still the best option for that encounter lol. It provides more DPS than any other loadout, so it's going to be meta period. And you talk about how nerfing auto-reload is artificial challenge, how the hell is damage caps not?! That's literally Bungie preventing you from doing as much damage as you're capable of. That's the definition of an artificial challenge. Also the SOTP boss encounter was designed to make you move around constantly, yet auto-reload is STILL the only strat because people just lay down three different wells. Players will always find a way to exploit it. I don't see how anyone can actually believe that it's not a game-breaking mechanic?

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  • Edited by TJ_Dot: 9/13/2019 10:04:19 PM
    It's artificial because it's attempting to create it where it simply isn't Capping isn't exactly the same, as with everyone who gets onephased, the challenge of the encounter is pretty much to fulfill the mechanic x amount of times as needed. When you put stops in there, it becomes do the mechanic x times, you don't need to hardstop it either, and allow more that's done early allow the rest to either be easier or shorter, but then you have to condense the damage windows to something that doesn't lead to the thing dying before anything actually happens , or you could simply allow a set amount past the next tier be reached to allow the fight to accelerate faster, but not end in ten seconds. Like they try to make these too much of a big deal yet barely innovate them, it's as if they'd rather keep doing the same thing so they can keep pumping out more and net more streamer events with World's First. The raid is made to look impressive day 1 by literal handicapping of light so that way the "struggle" everyone faces gives off this sense of real challenge in the raid when it's really just the game's difficulty mechanics being influenced by a modifier. They play the short game and not the long one, not a raid built to last, but one built to get all the attention early on so that it can be forgotten later on when the next comes out

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  • This guy's gets it, but it's more for bungies ego, they get all butt hurt when people burn through the raid boss

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  • Isn’t it a simple fix though? Don’t make end of game bosses nothing more than dumb punching bags.

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  • Agreed. Artificial grind, Artificial difficulty. Whatever you’re feeling like that day, pro/con Bungie and D2, either of those two artificial’s can be applied to every argument. 1) Like the recent nerfs?-Balancing needs to be done. Don’t like them?-Artificial difficulty. 2) Like enhancement cores?-Game needs to be more grindy. Don’t like them?-Artificial grind. lol, very amusing.

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  • [quote]lol, very amusing.[/quote] And yet, sad at the same time.... [spoiler]Because you, my friend, are spot on👍[/spoiler]

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