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21 RisposteThe strike is fine, except the boss fight. Its too much. The combination of being forced to fight in a BOWL with very limited cover.....with obstacles (the electro-shanks)that limit your mobility.....with invisible enemies (Vandals and the Boss) ....and a boss who can teleport from the fight....and reappear and attack you from any direction.... ...is just too much. ...and reflects the main problem of Destiny 2. So much of the game was focused on making things difficult and making the player feel weak....that you wind up with an experience that is simply TEDIOUS, rather than fun. They were so busy trying to make it HARD, they forgot to make it FUN.
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1 Rispondihad to play it 3 times out of 6 strikes already today, can't stand the whole damn thing
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Teamwork helps.
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Content is hard.
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Also you have time before it is a nightfall please junk the sparrow and give us a weapon. Something like the bosses weapon. Lord of wolves type shotgun. Maybe make it better then the d1 lore of wolves and have it do bonus damage to fallen. At least fallen yellow bars. This would be worth grinding. The sparrow won't be worth grinding for unless it is can make you go invisible like the boss.
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1 RispondiModificato da Ninja Monkey: 4/18/2018 6:29:20 PM30% strike, 70% boss fight. Yep, needs a rework. Just stop the SoB from disappearing, teleport to a different spot and go invis, ok, but no disappearing for 60 seconds, that shit is just damn annoying. Just prolongs the fight. “After Thought” When the boss vanishes, He will be invisible on a different platform until he takes damage. He will not leave that platform until he takes enough damage and vanishes again, while fighting him, adds and electro-shanks will spawn on the other platforms (only safe platform from shanks is the one the boss is on). Each time after he vanishes the shanks on the other platforms will blow up, killing enemies and allies alike (because shanks are dicks), if you want to be on the other platforms and not die, you need to shoot the shanks (they will respawn after 30 seconds) before they blow up in a giant arc blast. Just off the top of my head, but far more entertaining than just standing in the middle waiting and shooting adds like fish in a barrel.
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we are listening
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5 RisposteAs bad as Minotaurs vanishing every second while you're shooting them. That pisses me off
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3 Risposte[quote]To be 50% less annoying?[/quote] You are too generous, it needs to be made about 90% less annoying 😀 Honestly I rarely do the strikes anymore but when I do... if I load into Exodus Down the minute my feet hit the ground it's △ and PEACE OUT!
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1 RispondiI agree with this sentiment completely. I hate to be that guy that quits a strike, but when this one shows up in the rotation I just skip it entirely... I will put up with (and enjoy) every other strike, except this one. I honestly wouldn't be heart broken if this strike was simply removed.
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1 RispondiWorst strike boss ever. Every time i load into that one at least one person leaves. One time both players left 2 more came in and left I finally got 2 people that were willing to stoke it out. The teleporting is bad. Way too much. You pop your super and he a gone. Their should be a way to stun him so you can do more damage or maybe stop his invisibility.
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1 RispondiModificato da N3wter: 4/18/2018 3:20:18 PMTwo things wrong with this strike. Pikes and a boss mechanic that makes the fight last twice as long as it should. The boss should not completely jump out of the area and instead should have a very good invisibility and jump to the other platforms making the player move around the bowl rather than just stand kill wait repeat
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1 Rispondii love wasting my super that i get once in a blue moon on him
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2 RisposteThank god it hasn't been NF for quite a while.
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4 RisposteThe only annoying thing here are the invulnerability periods. It feels cheap and forced. That goes for every strike boss that does this. But this invisible bastard is actually fun to fight: he does not have that fvcking ground stomp (a.k.a. the "sorry, no swords and shotguns allowed in this strike" cheese).
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Honestly, even though the boss is the main source of ire, I just find everything about the strike to be distasteful. Considering the first long trek, super annoying arc shanks (on higher difficulty, I just find their health to be needlessly high compared to everything else), a 'stand here and don't die' area , then another trek (albeit shorter, but why we need beams of light I have no clue), and then finally a boss that dips every 10 seconds (with more annoying shanks). Nothing about the strike is challenging, it's all cumbersome. Walk, wait, fight while waiting, walk, wait, fight, wait, fight boss, wait every 10 seconds. Meanwhile, my favorite strikes being the Vex Strike on Nessus, the Cabal strike on Earth, and the Hive strike (despite it having the worst dialogue I've ever heard), are giving you nice, steady streams of enemies without [u]forcing[/u] you to wait on every little thing to happen. And then the bosses give you constant action, not pausing the fight when they feel like it The players control the pace of the strike. The cabal area with the Two tanks can be both rushed, if you have team efficiency, and partially bypassed (but isn't so easy as to just dismiss it either). The boss itself can be controlled to with the right DPS (skip shield domes, but spawn enemies faster). You have control based on how well you do, not on what the strike forces players to do. The Hive strike, while you wait for doors to open, doesn't force you into a tiny circle. The Shriekers can be rushed (although, again, the well designed strike makes that risky), but it never forces you to stop. The boss is also pretty well done. Sure, it 'does' stop the fight, however, the fight can still be fought as fast as the guardians want by wiping the floor of the adds. It never feels slow because we still have the ability to speed it up if we do well. The Vex Strike keeps an almost constant pace and, in its infinite wisdom, [u]does not[/u] make you walk/sparrow 7 miles back to back. Rather, it gives you fun grav lifts and the one part that is a sparrow stretch is filled with intentionally placed enemies and ships (not just random patrol pikes) to add a chaos to it. It makes the trek [u]enjoyable[/u] whereas the Fallen Nesus strike makes it as burdensome as possible... And, of course, I think the Vex boss is my favorite of them all. Well crafted, balanced, and unique. Not only is it balanced, it's fun. It combines adds that aren't too overwhelming (but still dangerous) and rewards guardians who are efficient (where optimal DPS easily skips phase 2 OR you can save some DPS to drop the boss and avoid the 'fanatic' phase). It makes you think about which part is the most important to burn through the fastest, especially at the higher difficulty. Meanwhile, the Fallen Nessus strike removes any sort of reward for DPS. Got a lot of damage in? Well, too bad, you're still going to have 8 more teleports. No matter what you do, what comp you have, it's the nearly the exact same amount of time (the same scenario that Oryx had, but... you know... a lot less awesome). Concerning the boss itself, the real problem is that the boss should teleport [u]no more[/u] than 4 times. Not only would that allow guardians to feel like they're actually doing good DPS, but it also allows less 'add spawn time' to elongate the strike. Add more adds to the waves, but make it so there is less waves. It can be [u]just as difficult[/u] but a lot less time consuming. That is what this strike needs. It's just so out of the players hands, efficiency wise, that there's no point to doing it. There's no achievement for being efficient, there's no rush of pumping out damage, because all you're doing is waiting for the game to [u]allow you[/u] to [u]finally[/u] finish each part, not due to strategy or team comp, but almost exclusively due to scripted events. -- And if there was, you know, just one area that had to be timed (like the arc scan circle part) that would be fine. But constantly having 'wait events' just adds up to the point you start actively thinking about all the other things you could be doing during your waiting periods. I'm not saying that wait events are bad. You can make good and fun wait events (like securing a fort, or killing waves of Hive, or anything that [u]actively engages[/u] the player) but it's wait events where you're, literally, waiting for something to happen (as in, nothing to shoot or reason to do anything for 10-15 seconds) is just bad design. And, again, I'm not saying you 'can't' have these events as these events are bound to happen (for story reasons or whatever). But the Fallen Nessus strike has them back to back to back to back to back to back in [u]almost every encounter[/u]. That's the problem.
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5 RisposteModificato da Arbiter_Keyes: 4/17/2018 11:02:05 PMIndeed if you don't have a Titan sunbreaker using the top tree it's hard to kill him quickly before he teleports typically what I do as a Titan is rush in for the melee then pop the super throw the Hammers, typically I can get his health about halfway and if another Guardian is close by with a shotgun or sniper or rocket launcher then we can bring it all the way down to the last bar of Health on the first wave
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6 RisposteModificato da ScrubLord199901: 4/17/2018 6:25:11 PMSpeaking of annoyances, let me name a few. - Vex and fallen constantly teleporting - hobgoblins constantly going immune - fallen constantly invisible with laser beams that literally home in on you and slap you from around corners - people ALWAYS ignoring high priority targets like snipers or anything that can easily wipe a team - people that focus on the boss instead of focusing on the metric fukton of ads that have a much higher chance of killing us - taken that live in the dragon ball z universe constantly instant transmissioning - taken black ball of death that follows you til the end of time - taken hadukens - entire rooms of immune taken - cabal that toss you around like a freaking ragdoll and launch you into oblivion - not having the original wave and sit down emotes like the hunters - not having the cool human dance if you chose the incorrect race because you thought it would be cooler to be something you're not in real life - sparrows not being as durable as they were in d1 - supers that are crap in pve if you're not using super enhancing exotics such as orpheus rig, raiden flux and celestial nighthawk (looking at you, hunters) I could name more, but I'll stop here.
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1 RispondiI usually back out of it to orbit and hope it loads a different one, cant stand the boss part of this strike
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2 RisposteI seriously think this Strike seems bad because people get stuck with Randys who don't know how to do it effectively. If anybody is wondering, you use 1 Guardian as a decoy and 2 to DPS the boss until he goes invisible. When he does, kill adds starting with the Servitor. Next priority adds are the Vandals and Dregs and lastly, take care of any Shanks getting too close to the middle platform, which is where you should stay. It helps if the decoy Guardian uses something like a Morrigan D or Colony to make it easier to land heavy hits while evading. Or hell, everybody can so that no heavy gets wasted while this boss jumps and twirls about. Hope that helps. Probably not if you don't have a coordinated fireteam, but I tried. Got a better way to do it? Please share.
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1 Rispondii wish instead of disappearing and teleporting, he'd smoke screen and run away. maybe even crawling under the scaffolding.
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2 RisposteMy biggest problem is that there is seemingly no reason for the boss to be able to tank so much damage. In other strikes, there are phases where shields pop up, or the boss moves, or whatever. In this fight, once it starts, the boss will just jump in, tank any damage you throw at him, and then duck out for a few minutes of electro skank whacka mole. It just seems pointless.
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2 RisposteNot only is the boss nothing but a dump of health gates, but he takes far too long to return when he vanishes. I'll typically shoot him twice, kill three adds, then sit on the floor for 45 seconds at a time waiting. If you super him, he just nulls most of the damage. If you heavy him, same thing. There should be a mechanical where he runs away and climb on the ceiling three times, and you get him back down by killing a heavy shank for an arc charge and shocking him or something. At least with other bosses that have health gates, there are far, far fewer, they don't null damage they were already taking, and they have actual phases. Valus Thuun can be pushed close to his threshold, then nova bombed, and you'll skip fighting him in the second phase entirely, because he doesn't null out the excess damage.Trust me, I only ran the strike 50 times over the past few days. The defense part of the strike is also fairly tedious, but it's fine I guess. I can spend a couple minutes waiting on a time if most of the mission is SRL anyway.
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7 Risposte2nd worse Destiny strike ever. This strike is enjoyable up until the boss. The siva strike from D1 is hands down the worst. F that stupid ogre.
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3 RisposteBecause we have come to the point where we realize that asking for it to be 100% less annoying is just asking too much.
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1 Rispondi