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originally posted in: Xol
Edited by [SiN]大き氷: 7/10/2018 6:56:51 PM
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I don't like how boss fights amount to just shooting at them to win. A boss usually is defined by how you take it down just as much as how it looks. To be fair Xol was an actually unique enemy for a strike boss, and had his own weak points, attack patterns, and all that. That said Oryx in the raid took certain steps to kill. Penoptes is a more recent example that also took certain steps to kill. They need to do that more, and also I find the spectacle of this series is lacking heavily. We are always in a small arena like room as well. For example why don't we just get right to the boss fight at the beginning? You could beat them at any point through it though it is unlikely early on. So as you could guess taniks doesn't count but is close. That or how have we still not done any vehicle boss fights or anything? The mission design, bosses and encounters up to that, are just terribly formulaic and uninspired. Along with lacking any real variety to begin with. You just shoot your guns the whole way.
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  • I’m guessing your gonna be happy to hear that we’re actually getting a vehicle boss fight in Forsaken

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  • Edited by [SiN]大き氷: 7/14/2018 12:59:26 AM
    Yeah saw that, not sure if I'll be happy about it though. If it wasn't clear, I don't care for the spongy nature of bosses. Mechanics are far more fun, but the game has to justify it's RPG stuff everywhere so a lot of the game falls flat for it. The idea of following a spongy pike around even with another vehicle doesn't sound too enticing honestly. A better idea of a boss fight would be the scarab tanks in halo 3. Not that those were hard but taking it down was relatively simple, doing it was another matter. It was overall fun for how you could approach it in many ways in halos constricted sandbox by comparison. In fact I just realized the spider tank in destiny is a lot like the scarab but yet again with assloads of health instead of just mechanics.

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