
HM avoidance strat that is reminiscent of Crota (Destiny)
Cliff notes: just like standing on the ledge in crota allowed us not to deal with knights and wizards, standing on the daughter's platform allows us not to worry about knights or adds.
You whittle the orgres down, but don't kill them until you need them. That way the knights don't spawn to detonate them.
From up high, you can jump all the way to the bombs without fighting adds, then meet up in the normal spot with the aurora.

HM avoidance strat that is reminiscent of Crota
Very creative.
Might be just me, but I have to say... the cheese is real. Just like the one pool method of golgoroth. Just like the HM crota method that everyone did.
Surely this isn't how the encounters are meant to be played, is it? HM crota was an interesting use of mechanics, but felt like it was unintended. This feels the same.
That said, I haven't done it on hard yet, so maybe it's nuts-o insane and requires damage avoidance over hunting and killing everything.
To fix this I expect Bungie could spawn the green fire pools up on those platforms like the ones near crota's soul. Or despawn the ogres once oryx is staggered. Or a number of other things.
But I bet they won't change it. :/

HM avoidance strat that is reminiscent of Crota
Yes, cheesing by fulfilling the requirements of the encounter, trying to be safe when a lot of bad guys are there, and exploiting exactly zero game mechanics.
It seems like you disapprove of methods that make the team safer.
It's just a different way to take these encounters for people having trouble. No need to be all elitist about it.
EDIT: I know you're not criticizing anyone who uses these tactics explicitly, just keep in mind that different strategies work for different teams.

HM avoidance strat that is reminiscent of Crota
I'm criticizing the encounter, not the players.
If the encounter essentially requires that you avoid the enemies rather than fighting them, as a primary winning mechanic... well then that's not a well designed encounter.
It's like hiding behind the boxes when fighting valus ta'auric. Sure, it makes it possible when it otherwise wouldn't be (which is deateable anyhow), but it saps the fun out of the game.
As a shooter, to have destiny avoid the player shooting... from a gameplay perspective it doesn't make a lot of sense as a desired mechanic. Cover is important, sure, but in my opinion it shouldn't be a front and center mechanic on what is the pinnacle of a raid.
It makes sense from a "hey, look, i got this loot from oryx!" kind of stance, but not from an "I really enjoy this fight!" in the game sense. I'm supposed to be becoming legend, not becoming a cowering guardian that hides behind a pillar.
To each their own. Sorry if I've offended anyone in particular, that wasn't my intent.

HM avoidance strat that is reminiscent of Crota
I'm criticizing the encounter, not the players.
If the encounter essentially requires that you avoid the enemies rather than fighting them, as a primary winning mechanic... well then that's not a well designed encounter.
It's like hiding behind the boxes when fighting valus ta'auric. Sure, it makes it possible when it otherwise wouldn't be (which is deateable anyhow), but it saps the fun out of the game.
As a shooter, to have destiny avoid the player shooting... from a gameplay perspective it doesn't make a lot of sense as a desired mechanic. Cover is important, sure, but in my opinion it shouldn't be a front and center mechanic on what is the pinnacle of a raid.
It makes sense from a "hey, look, i got this loot from oryx!" kind of stance, but not from an "I really enjoy this fight!" in the game sense. I'm supposed to be becoming legend, not becoming a cowering guardian that hides behind a pillar.
To each their own. Sorry if I've offended anyone in particular, that wasn't my intent.
Oh, I don't think you offended anyone, and I understand what you're saying. I think this game suffers from the avoid enemies instead of fight them thing as a matter of design. At high levels, you die so quickly, if you're not Johnny on the spot with adds or the quickest trigger in the west (as I was known in high school), then it's exceedingly difficult to actually kill the bad guys. Much of the game appears to be designed to play this way to me, and I know to other people as well, as we've talked about it.
Destiny doesn't have difficulty levels. I've only beaten Halo 3 on heroic, and that was because Mig helped me halfway through. I play all my games on easy because I'm not that good at them. The closest thing we have to Legendary in Destiny is the hard mode raids, and I'm not Cody (or Mike) Miller, blasting through that room of sword elites on Regret using just an SMG, or getting long range stick kills on gold elites on AOTCR. I stay way back, pop out for a minute, get almost killed, then pop out again, and likely do get killed. That's my Destiny experience at high levels.
I have much more fun when I'm alive than dead, and the way to be alive is to play conservatively. Furthermore, there are time limits, so we have to play conservatively and efficiently.
Please remember that the Golgoroth phase was built to allow the one gaze method. The incentive to use all 6 balls is speed (because he has an enrage timer), and limited add spawns on the side. When you lose the gaze, you get adds. As a result, one gaze people are trading the cursed thralls for different adds and reduced speed, as they are better at that part. I see nothing that's "cheese" there.
Furthermore, the Oryx phase is hard as fuck. This strategy may be useful for those who die from adds or the knights, but it leaves the ogres alive, who can easily destroy the relic carrier. Supers are also less likely to be recharged. In much the same way many hard mode Crota runs were screwed up by the swordbearer doing weird stuff or the knights shooting the guardian with the sword, it's a trade off. Oryx appears to be a gear check. It's very difficult to even STAGGER the guy. We tried on Friday with 3 touch of malices and succeeded once.
I've done Hard mode crota without the center strategy with a good team. It is easier to do the left side strategy with a coordinated team who are good with their guns. Most people, however, are not that good.
I don't think Bungie will fix this because I don't think it's a problem with the encounter. By giving the players the flexibility to play to their strengths, Bungie allows otherwise extremely difficult encounters to be possible by bad players.
Tried this today
Honestly, it's not worth the hassle. The Ogres tend to misbehave and wander around, and even when they don't you have a very short window of time after killing the first to activate the light orns before the Knights eat them, with adds stoll spawning in and attacking you.
It's a creative approach, but honestly we tried it a few times then said " shall we just do it properly"?
When you do the encounter the proper way it's all down to skill. If everyone does their job there's no problem. Standing up top like this relies too much on luck (do the Ogres stay low where they cant hit you or do they wander into the middle and wipe you? Does Oryx shoot you or not? Do the knights rush your orbs or hang about impotently? Same with the vessel. Do the ogres enrage and regain health or not?) to be worth it IMO. Just play it as intended and beat it by being good, not lucky.

Then it's exactly like Crota.
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Yup. Crota windowsill was dumb too
Relied way too much on the Knight not being weird. But more understandable with the overlevelled enemies and myriad other bugs you already had to contend with.
But to be clear
Give tjis method a shot if you're having trouble. I don't mean to condemn people who haven't been able to gear up or get the strategy down yet.
Just temper your expectations, is all.

We tried it and it seemed like it wasn't worth it for us.
But we know it worked for a least SOME people, so it's good to try it.

HM avoidance strat that is reminiscent of Crota
Very creative.
Might be just me, but I have to say... the cheese is real. Just like the one pool method of golgoroth. Just like the HM crota method that everyone did.
Surely this isn't how the encounters are meant to be played, is it? HM crota was an interesting use of mechanics, but felt like it was unintended. This feels the same.
Addressing the idea of using these tall platforms as safe zones (not the leaving ogres up aspect): When we first ran Oryx I would stand up there at the beginning of the Oryx fight. Having those pillars so vacant after killing the sisters was just begging me to stand up there. If my initial role in that fight was a floater I may have just stayed up there. Also, the fact that they're so prominent and vacant... and that you can have TWO floating guardians & there are TWO of those pillars... I dunno, they just beg to be stood upon. I can't speak toward the idea of leaving the ogres alive with a sliver of health... if that was intended or not, I dunno.
That said, I haven't done it on hard yet, so maybe it's nuts-o insane and requires damage avoidance over hunting and killing everything.
To fix this I expect Bungie could spawn the green fire pools up on those platforms like the ones near crota's soul. Or despawn the ogres once oryx is staggered. Or a number of other things.
Can I just say I was disappointed that the green pools weren't a mechanic in the Crota fight?