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Destiny

Discuss all things Destiny.
6/21/2014 6:11:24 PM
41

Boss fights seem REPETATIVE

Kotaku's Journalist Tina Amini pretty much nailed it in terms of describing my experience regarding the 2 boss fights in the Alpha. "By comparison, boss fights were boring. There wasn't as much tension. So long as you found a good place to hide, you could take the enemy out with nothing more than a lot of bullets and some patience. Timing would, of course, be important, but it was almost instinctive after we got the hang of each boss's pattern." Anyone else think Bungie should add a little more tension by applying more pressure to the players during these boss fights? I feel that players should apply more strategy as opposed to, HIDE here, SHOOT, WAIT, SHOOT, RELOAD, REPEAT. Enemies should fully engage players and chase them around the area allowing team players to stratgize on who will be playing what role in taking down the boss. Similar to MMO dungeons, Titan will tank main boss solo and try to buy time while Hunter and Warlock try to clear enemy spawns and random spawns that are chasing them around the map. While all this is happening they periodically have to assist the titan providing health and other defensive/stat buffs. This is just one example of a boss battle that will provide another level of dynamic gameplay to Destiny. I Really hope this experience I had with the Boss Battles only pertains to the alpha and is no way a reflection of the final product that Bungie plans on releasing. Otherwise I fear that the end result for all boss fights will be, HIDE here, SHOOT, WAIT, SHOOT, RELOAD, REPEAT. Despite this concern I had blast playing the alpha and looking forward to participating in the upcoming beta to see what Destiny has to offer

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  • My only potential point of agreement is that I think the walker fights. could be improved by doing two things. 1. balance/regulate the exposure of the walkers core so that it feels more like you are being rewarded for targeting it's weak points and are more consistently granted a shot at it's super critical core.. I had one fight where I think it was only exposed once, and another when it popped out like three times consecutively inside of 2 minutes which also didn't make sense. and as far as letting us hide out and play it safe, on that front I do agree.. give it the ability to jump (rather high I would think) every 2 minutes or so in a manner that allows it to rather dramatically relocate itself. forcing combatants to relocate and avoid whatever shockwave blast came from it landing. it'll add an element of more shifting combat.. versus fund your hiding spot.. pop out, shoot hide again over and over in the same locations the whole time.

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