Maybe throwing in more adds I get but just adding a bunch of turrets to it to “update” it seems kind of overkill😂 way more ways to amp up a strike
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The best bit on our run was when the boss got to about 10% health as we were malleting him towards deadness, and four turrets spawned on the platform behind us and melted all three of us. Bungie's idea of difficulty is not to present you with a challenge that can be dealt with various ways, no, they just add more enemies .. and turrets .. and threshers. Because apparently everything shooting you all at once is "fun". And more adds spawning all time to do it even more is apparently so much more MORE fun. From the people who made the system that requires pinnacles to hit the hard cap .. and then make virtually all Pinnacles drop in your highest slot. And who nerfed the work around for a raid bug instead of just fixing the bug.
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GammaJamにより編集済み: 3/26/2023 1:05:30 AMI did not have any issues with the turrets, but those ships blasting everything non stop! Very irritating. And they dont take damage, at least I could not damage them. Is there away to destry the turrets on the ships ? Also, only talking about the boss fight.
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The strike at hero feels like something between legend and master. Its shitting all over the average player, casuals new players etc... I understand they wanted to fix some things in it, but damn why do I need to sweat in hero? Why do I need to carry the average player, why does my support build matters so much in the lowest difficulty, I feel kinda week how does this scale with new players or casuals? Almost everything takes longer, some things a lot longer. Making the reward systems a lot worse, instead of better.
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The changes to arms dealer and lake of shadow were 100% because they were the fastest and easiest GMs. In fact, many of the changes are meant to combat cheeses that were commonly used. The turrets, boss immune while in the sheild, boss moved back so you can't spawn him while on the elevator. Basically bungie only wants the top 10% to get GM loot.
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ARTFUL 5により編集済み: 3/24/2023 3:30:39 PMReworked strikes means we have to re-learn them, or get roasted. I ran this on Master four times to get the 200K score, learning each run, refining the loadouts, working with my team, and it really was FUN to have this challenge put in front of us. If anyone else is looking for the 200K points for the Guardian rank, our successful run looked like this: 7 minutes = 61k 12 minutes = 101k in the hangar 16 minutes = 141k after tormentor down 29 minutes = 200K completed I enjoyed Bungie breathing new life into older content, it sure beats waiting for them to generate new, original content, and solving problems and puzzles keeps me coming back to Destiny. Things this strike taught me this week: [i]"Eat Ship and Die"[/i] Threshers die with three void (surge) rockets. Harvesters (big ship) cannot be killed but [u]you can snap off that gun[/u] with a void rocket and some exotic primary (DMT, Wishender) [i]"Wee are the Champions"[/i] Strand shackle nades are awesome for both champions in here (Unstop and Barrier) so you have lots of flexibility in choosing weapons (I loved a Vorpal DMT in here). Make sure you use finishers not bullets, you want those points from anything with a yellow health bar. [i]"Ball Boy Farmin'"[/i] Every orb-bearing ball-boy that spawns in should be [b]finished[/b], not shot, for points. Don't pick up the ball (it despawns) or drop it off the map and they will spawn another one in, bringing you points. Go fast downstairs so you can farm the ones up top, just be ready to jump in with a finisher 'cause those beefy NPC's will hose them down if they are alone. Boss is worth 2K points if you complete under 30 minutes, much less after that. Was it frustrating? Sure, and I have a new respect for those turrets, but it felt great to clear it and complete the last thing I needed for my Guardian rank. Good luck!
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They said in the patch notes they nerf’d the thrasher. Just did the NF and thrashers still one shot everyone!
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It’s not the turrets it’s the -blam!- threshers why they even thought it was a good idea is beyond me
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Why was this NF ever changed? The old version was one of the best strikes to farm ever. You could literally melt the boss before the elevator made it halfway. Also the Cayde dialogue was great too.
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madmax0707
what’s a ninja dad, a pathetic tool son - 古い投稿
[quote]Maybe throwing in more adds I get but just adding a bunch of turrets to it to “update” it seems kind of overkill😂 way more ways to amp up a strike[/quote] You mean to say you don’t feel rewarded for getting trounced on Dang, that kinda backfired on good ole bingle, didn’t it -
Just stay behind the box and use the first 10 seconds to destroy them... Absolute non issue.
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VR GUILEにより編集済み: 3/24/2023 4:55:53 PMI'm not the type to say "git gud" but the game provides ample ways to handle the turrets, you just have to handle them in way that doesn't include trying to take them on in a straight forward gunfight. Examples: - throw a duskfield grenade to slow them down/freeze them - go invisible and shoot them from behind - use a glaives shield to tank the damage - use a disorienting grenade gl to stun them - use a blinding or suppressor grenade for the same effect - use the strand hunter melee to reduce their damage output - use the heavy glaive projectile to freeze all of them in one go - use bows, snipers and scouts to shoot them outside of their effect range - use a healing grenade to tank extra damage - grapple around them so they can't get a proper lock on - set up a barricade or stasis crystal to peak behind - use the banner shield to protect your team mates so they can handle the turrets - send out threadlings to handle them for you - send out stasis turrets to freeze them for you - use ghorn - use deathbringer and attack them from above - use manticore and attack them from their blindspot (straight up) - use a machine gun D2 has evolved far beyond where the solution for every problem is to use a bigger gun. You have to use your head and think how the toolkits we've been that make us overpowered can be applied to unusual situations.
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junkpilezeroにより編集済み: 3/24/2023 5:00:15 PMWhen you rise up the elevator for the boss fight, move your character to the back of the boxes on the elevator. There is a cubby hole corner where two rear elevator crates meet that allows you to take out the rear turret and the other ones cannot even aim at you. Save your heavy ammo for the turrets on the gunships, guns for trash mobs, and abilities for groups of medium armor mobs. If a player is being targeted by the gunship help them out by taking out the turret. Tactics and helping your teammates will increase the odds of simple success. Heavy ammo finder and scout mods are helpful. If you ever run this strike with me I will be hiding in the cubby hole and won't die to the turrets. Situational awareness helps and don't let yourself get flanked with the large amount of mobs in the boss fight. Good luck Guardians.
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It feels kinda like a cheap way to raise the difficulty imho so yeah I get the sentiment but I suppose you just gotta memorise where they are in future and take them into account in any future run of that strike. I still think it's a cheap and very cheeky thing on bungies part though
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I agree it truly is ridiculous to face so many surprise turrets in updated Arms dealer. XD But I've only manage to build up the practice to handle that with the best gear to tap them out, but what's amusing is watching -blam!- guardians forget the starting elevator of surprise surrounding turrets and getting shot down.
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jesushorses
Burn thru the witches - 古い投稿
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