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3/10/2021 4:16:57 PM
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Please Stop Damage Gating Bosses.

After the re-release of Devils lair and saber, bungie have added new damage gate mechanics to the bosses. I think I can speak for a lot of people when I say this is very frustrating and boring when it comes to mechanics in strikes. All damage gating does it hold back the player and makes the encounter into a boring waiting game just to kill the boss. Strike bosses are at their best when the team works together to find the best way to melt by utilising the plethora of buffs and debuffs we have at our disposal. I feel like a better solution is to remove damage gates on all bosses BUT increase their health a considerable amount. There also can be other mechanics that could be used like a way to apply a passive buff or debuff for future bosses like the primeval slayer buff from gambit or something like the pools from old Golgroth. Don’t be afraid to make bosses tanky as there can be many ways to damage the bosses while also new mechanics that could be put in place that are engaging and fun to apply.

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  • Edited by Seraph: 3/10/2021 5:40:50 PM
    [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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