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HM avoidance strat that is reminiscent of Crota (Destiny)

by Funkmon @, Sunday, October 25, 2015, 21:05 (3556 days ago) @ slycrel

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.


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