So Sols Inspired me to creat a meeting place for people with ideas specifically pointed towards improving Strikes themselves. This is the TL:DR, anything past this point is all meat and potatoes.
Follow this rule of Thumb!!!!
[b]This will be a Seed thread. For ideas to Grow and Improve.Now i will make a Comment For EACH Strike we currently have. So we can have Focused ideas and growth for each and every strike instead of something Convoluted and Crazy.[/b]
Here is the initial start of this the conversation between me and Sols.
[quote]ll Shadow: I unlike others, enjoy that there will be another "longwinded" person adding comments and insight for me to read and enjoy, whilst commenting on it.
I actually enjoyed the look of the new strike, my biggest hope is that they go back and reinvent the old tired strikes to be more in line with this one. Especially the part where the bosses move around a lot, which is a huge nice change.
Lost Sols: I think that's why the Archon Priest was generally everyone's favorite vanilla strike boss. He was the only one with any real unpredictability.
ll Shadow: I think the Archon Priest would benefit greatly from an inability to go and hide back in that entrance cavern, It would add the hectic mad dashes back into it, and it would be truly a good strike then, or at least 50% better.
The only one i can’t see them changing for the better would be Omnigul, as those witches are just brutal and that room is so tiny.
Any strike we currently have could benefit from some tweaking i will list examples below.
Our old friend Valus and his strike could use a bunch of work, like the beginning, and that room everyone just runs through, link 3 random enemies to the door so you cannot just run through the first part, in the next area make the Goliath able to float up into the commanders area so people cannot just hide up there, also add in Cabal on Interceptors causing trouble. Once you get down to Valus himself I’m not sure how to improve him, he is just boring.
Most of the Nexus is rather good actually, the end boss leaves a lot to be desired. The Nexus isn’t any different than a large Hydra, add some panels that pop open and fire off rockets, add in some rotating slap rifles to him so he can shoot people behind him, adds 3 layers of interesting to that end boss.
Phogoth should literally throw thrall at you, cursed thrall too, it would add an interesting mechanic there, imagine minding your own business and then suddenly a Thrall just smacks right into you, also he should have the ability to pick you up and throw you at other guardians, makes for something a little more interesting no?
Sepiks the same he needs MORE, more movement areas, possibly his blast having more than one setting, like Nova bomb does, fast, triple and massive. Along with the addition of more of the HoW Shank types in the strike with some rocket shanks! The Walker also needs to wander around the map, and deploy a variety of the aforementioned shanks.
Bingo Bango Bongo improved strikes
Lost Sols: Here's my take on the Archon Priest and the entrance cavern.
If they just made the boss fights about fighting a boss, it wouldn't be an issue. You could block off the camping spots and make people move around rooms/areas exchanging fire with bosses and counter-maneuvering. The problem is that, rather than create bosses that are challenging on their own, Bungie rely on endless adds to create difficulty; which turns any kind of pitched roving battle into insti-death from snipers or shielded majors.
Let's face it; all the actual bosses would be cheese without the endless cheap spawn around them.
That is Destiny's biggest design flaw in regards to boss encounters in my opinion. Hell, even raids it's the same. Were we really fighting Crota? Not really. We were fighting everything else and standing on a ledge to lower his shields. One person "fought" him... And Crota was on his knees.
That's bulls**t design if you ask me.
We should all have been fighting him. Using stun grenades to slow him, suppression to cut short his ability attacks, etc. I wouldn't have a problem with him at various points calling in help, but the whole fight shouldn't be filled with spawn.
It's also why PoE ended up so cheap and boring in my opinion. It could have been a really tactical arena battle against a powerful boss or a team of 3-5 enemies that were cunning and worked together. Instead it's more endless spawn with cheap shielded bullet sponge adds.[/quote]
Now For those who do not like the way these where put forward, Do not and i repeat do not just be negative, give me a why, tell me what you would change to improve the idea make it better more fun, more challenging.
-
There should be mid point bosses. This might help to lengthen the strikes without having Ghost take forever to open a door.