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originally posted in: Please Stop Damage Gating Bosses.
Edited by Seraph: 3/10/2021 5:40:50 PM
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[quote] I feel like a better solution is to remove damage gates on all bosses BUT increase their health a considerable amount.[/quote] 😞 I’m guessing that you haven’t been playing Destiny since day 1. Once upon a time, back in Destiny 1, there was a Destiny Strike Boss called Valus Ta’aurc. Aside from inspiring one of best Destiny memes ever, Valus Ta’aurc was famous for his staggering high health. And a lot of players complained about his high health, especially the players that tried to solo the Nightfall version. The general argument at the time was that giving enemies more health ( or making them massive damage sponges ) wasn’t a good solution to increasing enemy difficulty. So Bungie nerfed Valus’ health ( many, many times ), and started experimenting with giving Strike Bosses damage phases, or mechanics. So, my point is that Bungie is damned if they, and damned if they don’t. They literally can’t win when it comes to the playerbase. They give bosses a lot of health, and the playerbase complains. They give bosses damage/immunity phases, and the playerbase complains. The playerbase instantly melts a boss, and the player complains. I appreciate the suggestions, but we’ve established that adding more health to bosses isn’t a proper solution, because the playerbase has already complained to death about this issue. So do you have any other suggestions? Because right now, damage/immunity phases is the lesser evil.
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  • Who else hid under the stairs with their Ice Breaker?!?

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  • Part of the problem with phases is they add mechanics they don't explain. And so you get this taken witch flying around taking forever to kill because the other people in the fire team don't understand that if you toss the ball back and forth before throwing it at her it does more damage.

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  • Freehold wasn't there anymore when we took him out because it took so long

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  • Yeah I see this a lot. Trying to please everyone never works. The trouble is that both damages sponges and time gated bosses are artificial difficulty inflators and both of them feel frustrating to slog through. I prefer snappy gameplay that is actually hard. Take Dark Souls, few bosses have a huge amount of health but their fighting patterns change and their difficulty makes them engaging. It also ends up still taking quite a while because of multiple retries. I’m not suggesting making it as hard as a souls game but my point is that they should make the fights more varied and more difficult rather than trying to artificially stretch out the encounter.

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  • I just used to hide on the thing hanging from the ceiling and just shoot him from their you could still die if you were stupid but made it hilariously easy to solo

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  • You make good points, Seraph, especially about "Bungie can't win". My recommendation to Bungie is to let bosses be nuke-able, but where add spawns and other defensive mechanics would make it very difficult. Warden of Nothing on a higher Nightfall difficulty is a good example. The boss is potentially nukable but the major solar damage attack plus add-spawn make it unlikely, at least with a mediocre LFG team using individual, ad-hoc tactics. I coordinated team that KWTD should be able to take him down. These style of mechanics are more of a "passive" enforcement of damage phases. In the end, whether or not to go all-in and nuke the boss should be a player choice of risk vs reward. Let fireteams make the real strategic and tactical decisions, instead of forcing a longer boss fight by an arbitrary 3-phase, nothing-more-than-added-time mechanic. The players decide how to meet handle a challenge, instead of forcing a singular outcome.

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  • I cant believe you didnt use his given name: Rockets McDickface

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  • Edited by TheShadow: 3/10/2021 11:50:54 PM
    [quote]They give bosses a lot of health, and the playerbase complains. They give bosses damage/immunity phases, and the playerbase complains. The playerbase instantly melts a boss, and the player complains.[/quote] This is true but you left out a few things... You know, like the stupid 2 weak at best primary slots to kill a boss. Man, that some top-notch developing, I want to prise the Einstein for that one. Keeping us weak to where we can't take damage worth a dame and calling that a "challenge". Always going from one extreme to the extreme opposite when making decisions, never a somewhat happy medium. Always penalizing the player if something benefits them in one form or another. I could list more things but to exclude this company's actions knowing there is always some catch to their decisions that is a benefit to them, not the player base.

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  • Here’s one: play test your pile of shit before you release it

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  • They did. And either people complain bosses are just bullet sponges and they want actual difficulty, or they complain about immune phases and bosss with lower health. Read the comments here bro it’s literally all already been explained

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  • I refuse to believe the most basic and inefficient solutions Bungie comes up with is through playtesting

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  • With that attitude then perhaps you should find another game. It's clear they're never going to make you happy. So find something that does.

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  • I forgot his name was anything other than Rockets McDickFace.

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  • Exactly well put my friend !!!!!!!

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  • Edited by neonsox42: 3/10/2021 8:38:36 PM
    Well put! Literally what I was thinking

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  • Me personally I don't hate health gating I hate when I'm just trying to play strikes for fun but then there's a bunch of try-hards acting like they're doing raids. Yea I'll melt certain bosses as fast as possible but only the ones I really hate. If I had the option to do Nightfalls without champs and regular strikes all by myself I would.

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  • [quote]If I had the option to do Nightfalls without champs and regular strikes all by myself I would.[/quote] I see that you are linked across the 3 platforms. If you want to solo anything PvE related you still have the option on PS.

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  • Actually I have played a long time. Comparing this game to d1 is foolish because the way we deal damage, apply buffs and weapons we use are completely different in d2. Nothing in d1 remotely compares to how powerful we can be right now. Pre nerf ghorn probably wouldn’t come close to the dps we can do now.

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  • Tell that to Skolas, who was melted in 8 seconds (If I remember correctly) on It's launch week thanks to Solar Burn + Gjalla.... And, at the time, we only had Weapons of Light, if we had tether + Viking Funeral.... OG Ghorn was so broken that this single week resulted in It getting nerfed and "Burns" in general being nerfed as well (We only dealt 2x damage, where before both players and enemies dealt 3x).

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  • I think if there was some sort of mechanic that was needed to remove the immunity shield that way it would be more engaging instead of just killing another round of adds. Like for the Saber Strike: maybe grabbing an arc core from a special overload (like the Exodus strike) shank and dunking it just below the shielded Saber to short circuit it's shield, increasing the number of cores for each phase. This could make the immunity phases a little more interesting and possibly shorter if you know what to do rather than killing a whole wave of adds.

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  • You mean like barrier champions?

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  • Tell that to the corrupted and people still dont know that you have to pass the ball to charge it.

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  • But that isn't necessary, it only makes it do more damage.

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  • Actually that’s because the nightfall uncharged ball needs 2 where charged needs 1 to break her shield

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  • Lol good idea, also it's literally been done before. Idk if you played Wrath of the Machine, but after each damage phase the boss goes to his pedestal immune until you through an increasing of cores at specific spots in his platform to 'short circuit' the boss and bring him back to damage phase. Not trying to be rude or anything, just thought it was funny. I do agree if immunity phases did have something to engage the player that would be nice however if people couldn't figure it out everyone would be getting mad that they can't finish strikes. It's another thing that would be very hard to implement since it can't be too hard, otherwise some people would complain they can't kill the boss; and it can't be too easy otherwise people will complain what's the point in making me do this just so I can melt the boss to next immunity in 3 seconds.

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