Talking pve here. Boss design stuff.
Edit: I love seeing boss encounter ideas feel free to post yours here. Challenge mode is to come up with boss ideas where current Blackhammer/Gjallarhorn nuking would be ineffective.
As anyone knows, Icebreaker is going to have a rediculously low dps that isn't even worth it. Black hammer is now basically a sniper with speed reload thereby making it nothing special. Gjallarhorn is a ranged weapon and it's getting an indeterminate amount of Wolfpack nerfing.
It's been talked about to death. Salty or not nothings gonna change about it any time soon. Let's talk about why this was a problem in the first place.
It's clear that you've (bungie hive mind) noticed that most players in high level content like to stay back and snipe and hide because everything is scary. Every nightfall strike is done with a sniper and or Gjallarhorn.
What I think they fail to take into account is why people do this. I genuinely don't belive that every destiny player that uses those three weapons are maliciously lazy scum that gatekeep lfg with Gjallarhorn only posts. It's because of boss design.
With the exception of psion flayers (I'll bring this up as an example of why they're amazing later) all bosses in destiny have the same structure:
1. A lot of health. When you talk about bosses in desitny you will always hear the words bullet sponge: if you were here the first couple of weeks, phogoth and good ol' Valus took [b]forever[/b] to kill.
2. Nonstop firing. Phogoth will shoot dps eye breath lazers as long as he can see you. Valus fires nonstop chaingun only to take a break for rocket spam. Nexus has huge AOE void blasts that warp around walls. Skolas fires endless scorch cannon before you can even run away from the door.
3. Anti-cqb Area of Effect ground pounds. Except for psion flayers razor's edge thing. Every boss has an aoe melee that stops you from getting too close by either outright one hitting you or physics-ing you harder than a pissed off phalanx into a wall, instantly killing you or ruining your health. You can kind of get around this by jumping in with a shotgun, taking a shot or two then jumping out but that aoe will pretty much instant kill you if you get hit by the physics blast into a wall.
4. Adds, both timer and health based. They show up. There are a lot of them. Some spawn on a timer meaning you are wasting your time if you're the only one on add patrol because by the time you kill them all another wave just spawned. Or they're health based like Skolas or Omnigul where the boss isn't that bad health wise but the add spawns make it so it becomes this super prolonged affair.
These four things simply put discourage or even halt high action, run and gun, close quarters combat and completely reward camping and hiding. If you hide and snipe none of these four things hurt you at all and in activities like nightfall where death is punished by orbit or skolas where you have no checkpoints to fall back on and death had real punishments. So you either camp and live or shotgun rush and likely die.
The psion flayers boss battle is actually only strike boss battle I believe is well designed. You have multiple targets and adds. You're rewarded for either hanging back or just blasting them with shotguns. The three shield types allow for some other weapon besides Ghorn to thrive. I only wish they were more agressive or ran toward the sniper perch for more "oh -blam!-" moments. Their ground pound doesn't blast you into another dimension accessible only by phasing into a box and the adds are neither negligible nor are they too demanding.
Atheon is a great raid tier boss battle because it makes the group do other things before regrouping for boss dps. If atheon was made where when he teleported you he was also able to telport himself to mars or venus and blast you while you're trying to kill oracles then it would be a nightmare yet that's pretty much what skolas makes you do.
High level boss designs should work more like these two encounters. For strikes having more little targets that are more mobile over big huge bullet sponges in a circle room and for raids have your huge titanic sponge but make players do other things separate from the boss altogether to do more damage to it.
If you do this and maybe tone down the physics of boss ground pounds you may see more people willing to go all out run and gun without fear of wiping or taking taking a tediously lengthy amount of time killing one enemy.
Long story short: if you want to change player behavior, you have to change the conditions for players to choose different tools instead of breaking or blunting their tools. If I need to dig a hole and you break my best shovel in half you aren't going to get me to use a hammer to dig a hole. But if you have me hammer a nail I could still use a shovel but I'd be better off using, you know, a hammer.
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4 OdpowiedziVery well written! I find it funny that so many people dislike the psion flayers, for me it's one of the most fun battles in the game as you're right in the middle of the action. Everything else is just duck and cover because you either can't get near or are just blasted away if a millisecond too long in the open.
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I'll say it again Bungie does not know what they are doing. They don't understand that we snipe bosses because they are bullet sponges or we spam gallys because bullet sponge. Instead of actually listening to the players and addressing the situation for what it is Bungie decides to just completely blam the game and make things "new" and harder. So yeah why would anyone want to continue to be f'd over and over Remember you basically just participated in a beta for a year that you had to pay for so that Bungie could make learn what's wrong with their game. And they are fixing it and making you pay for those fixes. Just remember that you fanboy c***suckers before your tears start to fill the pool.
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4 OdpowiedziEdytowany przez użytkownika Roaszhak: 8/22/2015 4:28:40 PMI've posted about this a few times, I would love more complex but interesting boss fights, hell I love a big ass boss from time to time, if anyone played FFXIII they'll probably remember wishing that they could fight that huge Titan dude properly but the reason Final Fantasy and many, many other games boss fights work is because there is a variety of boss fights! Destiny is littered with massive dude who will straight up -blam!- you if you get too close or go out into the open, on X1, the only boss you have a chance against is Omnigul, as long as it's not an arc burn nightfall you can take a little bit more of a chance when engaging her with CQB but the rest, forget it, even sepiks will -blam!- you up if you try to get close! I would love a boss that was human size, didn't just smash the floor when I'm close to him, instead he used a melee attack or tried to drop back to a distance! When I completed this game, I posted saying they should do a boss that is a bad guardian, he has a super that will work even so often, he uses guns rather than just a rocket or deathblast and for an added challenge he can blink, it's my idea so I'm a little biased but I genuinely cannot see why anyone wouldn't find that an interesting fight! Oryx looks like a bulletsponge but because it's a raid in sure there will be a trick to beating him similar to the other raid bosses but one of the others could be changed up to spice up the games boss fights!
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All true. All true. I have to admit that I didn't really complain about boss fights, until I started thinking about them in JUST these terms, and just how FEW options Bungie gives you in terms of how to fight them. Worse still, when the game gives you (or you discover) a way of fighting them in a different manner, its like they take OFFENSE at it...and work to remove it from the game. One of the rationales that Deej gave for the upcoming PvE shotgun nerf was that "people were using shotguns to make their way through some dangerous encounters". IOW, Shotguns have to be nerfed because a few really good players realized that they could take down some bosses by putting up a Ward of Dawn...and then fighting him at close range?? ...and the devs dont' like it?? Because that was the sense I got from Deej on that one. Bungie needs to stop seeing themselves in COMPETITION with its gamers, and stop investing so much in making these fights HARD....and invest more energy into making them FUN. Because----trust me-----Skolas is certainly "hard". But no one really enjoys or wants to play that activity. When then game stops being fun....people stop showing up to play it. If Bungie doesn't want us sitting back and sniping end-game bosses with sniper rifles and rocket launchers, then they need to design fights where THOSE AREN'T OUR ONLY REASONABLE OPTIONS.
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They need more people like OP on the design team.
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I'll bump but I don't know why I bother. They don't care and are moving in the opposite direction. By the way bungie wants you to play PVP and no cheaters will be tolerated
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The new strike they showed off actually seems pretty good.
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I can proudly bump to this my friend
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Very good
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This was a very well done analyses of the strikes. Good job!
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Bumpty Dumpty
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Bump bump bump.
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Bump in agreement.
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A small, fast moving boss. That deploys a shield when heavys are fired at it, but doesn't have an instant kill melee, so you could get close to deal damage with primaries\secondarys.
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Very well written, and I too wish bosses were more varied, every single strike is basicly "hit it till it dies" they're isn't any strategy involved at all, other big fps games and all the big mmo's have varied boss fights that make you alter plans to take them down, not so much in destiny
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I will never stop using my LDR
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Careful or you'll be next on their nerf list
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Well said
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this post is better designed then 99% of Destiny. Fvcking well said. And this post is correct. 100% well done OP.
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Yeah the ground pound feature makes using the blade dancer super useless. I died many times when I started until I came to the realization that every boss has a instant or near instant kill melee.