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Destiny

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Edited by Tangibility: 7/2/2016 1:38:44 PM
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Make strikes more interesting than enemies just appearing

Does anyone remember their first time playing through The Last Array, at the final stand, when you could visually see the array slowly rising and unfolding while hive ships loomed closer? Compare that to the current strike design - a significant portion of enemy scripting is for them to either walk through a doorway, or literally just appear. This script is fine in an enemy's base half the time - it was fine for the Vex in VoG, and for the Hive in KF. But outside of Raids, especially during strikes, why do enemies just flood through doorways or teleport in for [u]every single encounter?[/u] Couldn't there have been tombships activating in the Darkblade Strike after unlocking the door instead of Shriekers, or Thralls rising from their pools during the fight itself? Couldn't Omnigul's room have portals and pools to summon reinforcements instead of dark and blocked passageways? Remember how the Vex surged from portals that you had to destroy? Where are all the Vex portals in the Black Garden during the Undying Mind? Remember how the Fallen skittered around on walls and crawled around in the darkness in the tutorial? Where was that in the Saber strike? It might just be me, but I find that how an enemy appears to be a significant portion of their image (especially with their current boring Ai). Many memorable encounters can be defined by how their enemies appear, and it's just my opinion that the current strikes feel like lazy enemy spam. You've improved with boss Ai to make them more interesting in Y2, but enemies building up to the boss need the same attention now to make more memorable encounters.

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