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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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  • Valus Ta’aurc says...”hold my beer.” We’ve seen that a bullet sponge is not the answer. But, like you, I absolutely hate the three phase boss encounters that seem to be the rule and not the exception. I feel like it ruins the flow. I won’t get started on the half a map AoE stomp attacks. Perhaps a solution would be to add an elemental shield to the boss. Sepiks gets a void shield. You knock it down and then he takes damage. You stop doing damage the shield comes back. Your team has to decide to prioritize boss damage or add control. The wrathborn hunts worked like that. I know there are ways around it and I could smoke a wrathborn boss in a few seconds with Anarchy. But it was better than the current strike mechanic (IMO).

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