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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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.
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I would personally like to see a sort of overlord boss that can only be damaged with supers. He won't attack you directly but rather spawn enemies to do so while manipulating the arena to a limited degree.
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True true, i believe we need a better detailed explanation from bungie other than just crappy excuses
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1 OdpowiedźAlso, it would be nice if they weren't a level above the cap to add to difficulty, especially when you have to worry about a curse and defusing mines while watching out for adds and their nonstop death cannons Looking at you Skolas
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Big Minotaur, like Prohibitive Mind size. No crit spot for black hammer, heavy void shield to prevent Gjallarhorn nuking and incite the use of Void weapons. Relatively low health, maybe the same as an Archon Priest in Vanguard Dragon hitting only body shots. This is for an endgame Vex boss btw. Give the fight aspects of VoG like detention fields and Supplicants, maybe even throw in some kind of Guardian-use Torch Hammer to take out shields with that can only be used say... three times.
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Excellent.
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Whoa a good well thought out post... gonna use a master ball for this one.
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2 OdpowiedziIf you know anything by now, you have to know this is falling on deaf ears.
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2 OdpowiedziWant an idea??? Here it goes... Scarr, the rising Kell The battle will start with you spawning in the cosmodrome right outside the entrance into the wall (beginning of the game where you see the ships come down). You have a report from the Vanguard that a fellow guardian spy has gotten Intel on a meeting where a couple of Barons will be and have been instructed to take them down. You enter and in that first room after you go through that tunnel you fight a small group. There is a Captain, around 5 Vandals, 5 dregs, and a couple of shanks mixed with some floor mines. Once you fight through them the ghost (I know but just bear with it) can begin to unlock the gate to go forward (back into where you start the game). The corridors are empty (although you can hear some sounds in the background. Once you get into the beginning of the game Scarr drops down. There is a short cinematic where he tells you that the guardian was being watched an fed false info in hopes of the vanguard sending the infamous godslayer (reference at your guardian defeating Crota). He then has a ketch drop down where 3 barons drop from. Some Vandals are at the back sniping. While a small horde of shanks attack from behind you. The fight Scarr and the Barons (Dreksis, Vakros, Aksrim) attack. The Barons have reasonable health and attack in unison. They will go after the player that is away from the pack first. Vandals will begin sniping while shanks attack (Shanks take awhile to get into range from their spawn. Shanks will respawn every 60 seconds if battle not done. Scarr will stand back and watch (unless attacked) and will only go at you once one of the Barons is down. He will be immune at 80% percent health and flee (will come back in 30 seconds unless Barons are killed. Once the enemies are taken care of you will see the ketch flee and get a report saying that his ship has stop near the forgotten shore. You will have to go back the way you came and you will encounter several enemies lying in ambush. Kinda of like the beginning of the game. Fallen will come at you from inside the walls, the ceiling, shanks will fly in and surround you. You will have to pay attention. Once you go back to where you started Scarr will fly in and attack. There will be Vandals sniping you from set points. He will stay there until at 80% (yes he healed). You will have to constantly stay in combat with him or he will retreat and heal (when he takes massive damage he will retreat near the Vandals for protection. Vandals will start at 3 and respawn with one more every minute capping at 6 max. Scarr will have a few dregs dropping into the area (will drop the dregs at the entry so players can't camp. Once this area is done he will flee again. You will have to go back through the area (where you get your first ship). He will wait here and begin to fight you. Mid fight invisible vandals will start spawning in and lie in wait until Scarr pushes guardians near them (Scarr will be a lot more aggressive). Fight him there until he is a 50%. He will then flee again leaving you to 3 major captains. Fight them and move on. You can then sparrow your way to the forgotten shores where you will find his ketch floating and drop ships will begin dropping enemies. At the entrance behind you he will drop a Walker with some fallen units. Then he will appear with a couple of captains, vandals, and some servitors. The whole area will be open. He will spawn at 70%. Once he drops to 30% he becomes more aware. Will teleport it you shoots rockets. Teleport more in general and spawn some more adds (including a rising archon: Skorr, and a Prime servitor: Epskir). He will then begin to retreat when taking to much damage nearing the 10% to try and heal for 10% (there will be notifiers). Every time he runs he will go towards the fallen infantry using them as a distraction. Once you kill you will also have to kill the Archon and Servitor. Depending on who you kill first between Scarr and the archon/servitor depends on the enemies you fight. Scarr will spawn more Vandal snipers, and invisible units. Archon/Servitor will spawn more shanks/ground units/captains. All will spawn when both are alive. Well...that's all I got...
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4 OdpowiedziSame. Would be nice if one of the fire team members had to hold a ball or relic of some sorts that take up both hands so you can't fight or use abilities, making it so where that person has to be escorted to a destination.
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10 OdpowiedziThey want you to keep moving and switching weapons. If you've figured out that the devil Walker can be killed by sniping him outside his targeting range? Then that encounter is broken. Black hammer, ice breaker and ghorn only encourage this behavior so... If you can't play nice, mommy will take your toys away. The people who won't care about this nerf are the people who fight the Walker like we did in the beta.
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Bump.. nicely said sir.
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Lol they want you running around with your good ole' shotgun out as your primary
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Damage modifiers. Bosses do way too much damage, and the adds for end game bosses do too much damage.
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1 OdpowiedźLove this post. Just wish we could design a raid for bungie to make for us
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Nice. You echo one of the destiny youtubers on this perfectly. The problem isn't lazy players it's lazy bosses that have only one or two effective ways to be fought, and often requiring constant hiding rather than running and gunning.
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Wow. Somebody gets it. Awesome post,my friend! Exactly how I feel. If I had some cookies right now,you'd TOTALLY get one!
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3 OdpowiedziI kinda skipped over your post, but I wanted to assert that I believe they're nerfing Icebreaker because they don't want people to solo activities that normally "require" manual matchmaking, such as the Nightfall. The last two Nightfalls have been fairly easy to solo with Icebreaker, partly because of its current regen rate. It has enough DPS to break shields and cause a bit of damage before being empty, meaning it's simply a matter of time to kill any enemy. With a slower regen rate, some shielded enemies are going to become impossible to kill with Icebreaker... if you're playing alone. But if you have one or two friends playing with you, it gets past that limitation, bringing me back to my initial thought: that Bungie is trying to FORCE grouping in activities that don't have matchmaking, but that still basically require it. Which is ridiculous.
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Great Points, title a little misleading at first. Was tempted to down vote when I saw it but after first sentence all good.
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