Avatar

do boss fights really need to take so long? (Destiny)

by Ragashingo ⌂, Official DBO Cryptarch, Tuesday, October 07, 2014, 10:12 (3511 days ago) @ Monochron
edited by Ragashingo, Tuesday, October 07, 2014, 10:16

And that's the thing. None of the boss battles ask you to sit there and just peg away at a wall (heh, or stand in one place and shoot into a cave!) they challenge you with diverse waves and generally keep you moving. The only "same thing" you do is "play Destiny." If playing the game seem to take an eternity to you maybe you should consider playing a different game.


I don't know about this part. Fighting Sepiks prime is little more than shooting a eyeball that occasionally moves while sometimes fighting low level Fallen. Same for Draksis, Riksis, every walker you fight, and various other enemies.

People's issues aren't with the availability of enemies or some fictional enemy that you stand still to shoot at. It is the lack of variety in boss battles. One battle that plays out like Sepiks would be tons of fun. Nearly every boss battle using the same formula gets old really fast. When I first killed Riksis for instance, I thought Destiny had boss battles better than any I had played before. Then when I killed the Cabal Strike guy I thought, boy that is exactly the same as Riksis just with even more predictable movements.

Sure, variety is needed. Especially in future strikes. But I think you're understating the differences between the strikes. Fighting Phogath puts you in contention with mortars enemies (Knights and Wizards) and slow and quick melee enemies. Fighting Cabal guy has you pinned down by hard to kill Phalanx and annoyingly quick Psions. Fighting, the Archon Priest, has a boss that does have freedom of movement along with snipers, mortar enemies (Servitors), swarms of standard gun enemies (Dreg and Shanks) and fairly powerful melee enemies (those cloaked Vandals). Yes, most of the strikes have a central big bad, but the other enemies are different enough to change your tactics.

As for some of the others you mentioned: Riksis isn't really even a boss. He's an introduction. Like the Archon Priest, Draksis is actually one of the good exception to the barely moving central boss. And Walkers are a bit hit and miss. The Walker in the Sepikis strike is not so great. You have to be a bit inept to die to it. But I've had a lot of fun with Walkers in public events because you tend to get tougher side enemies. I've been legitimately pinned down on by the Walkers on Venus or the Moon or even the public event one on Earth. I wouldn't mind the Walkers firing a bit quicker though. Right now they telegraph so much they become the side threat with the side enemies being the ones you have to watch out for...

The strike I do think needs a little help is Sepikis Prime. Even on hard modes (like through the Strike Playlist) the distracting enemies are pushovers. It needs more powerful units coming after you. I find the three waves earlier in the strike with Wizards and melee Vandals and that powerful Captain at the end far more dangerous than sidestepping Sepikis' shots and one-shoting every enemy that gets dropped off. If they'd add in the cloaked Vandals, pairs of minor Servitors split to the left and right, or the occasional major Vandal or Captain the end of that strike would get a lot more interesting.


Complete thread:

 RSS Feed of thread