The Ogre in the Wretched Eye Strike needs to be re-evaluated.
No one is complaining that the Ogre is part of the fight, so killing it would trivialize the fight, but the Ogre needs to have its mechanics retooled.
Right now, the Ogre isn't just a nuisance, it is downright cheap.
The Ogre might as well cast Level 100 Death and wipe the team the moment it gets enrages.
The Ogre not only seeks out players very aggressively despite being [i]"blind"[/i].
It also enrages & runs faster than player characters can; often pushing them into the corners, causing players to remain stuck in the air, unable to dodge/move/evade.
The Ogre [b][i][u]NEEDS[/u][/i][/b] a defined way to be dealt with.
The better option for it to be stunnable.
[b][u]Pre-Enrage:[/u][/b]
[u]1. Stunning the Ogre[/u]
The Ogre should be stunnable in 2 ways.
a. By doing ___ amount of damage.
&
b. Tossing a grenade into the exposed eye socket.
Both should cause the Ogre to fall to its knees and remain down for 5 or 8 seconds.
[u]2. The Boss (Kovik) needs a defined way to deal with the Ogre.[/u]
The Ogre who is suppose to be an element of chaos in the room. Should also go after Kovik.
Being shot enough by Kovik should shoo/herd the Ogre back into persuing the player.
[u]3. Ogre should be indiscriminate[/u]
Players should be rewarded for taking risks & using the Ogre in creative ways.
Leading the Ogre into a group of adds, or managing to lead it to the boss (and not get melted by said boss in the process) should cause the Ogre to attack the adds/Bosse. Thus rewarding the player.
This also would add an element of fun to the fight.
[b][u]During Enrage:[/u][/b]
[u]1. Stunning the Enraged Ogre[/u]
During Enrage only a [u]Grenade in the eye socket[/u] should stun the Ogre.
It should only work 3 times, then the Ogre should be immune to stunning for 10 or 20 seconds.
Once 10 or 20 seconds is up the immunity will wear off.
(This is to avoid stun locking it & trivializing the fight.)
[u]2. Goading the Ogre to attack Fallen[/u]
Melee attacking the Ogre could enrage it further causing/forcing it to "charge" forward (like a bull). Once it hits a pillar or wall it returns to seeking out the nearest target (player, adds, or boss).
[u]3. Kovik retains a defined way to send it after players.[/u]
The Ogre is still suppose to be an element of chaos in the room.
When enraged it REALLY should want to tear apart the individual who ripped out its eye (Kovik).
Being shot enough by Kovik once again should shoo/herd/goad the Ogre back into persuing the player
Goal of this post:
All this is really to make things slightly more managable.
Grant enough time for a reload, to get a shot or 2 off on the boss and to allow the Ogre to be [i]"tolerable"[/i].
Install an element of "Fun" to the fight.
Edit:
I just realized that the stun mechanic would help a lot for Void & Arc Burns too as it would give players about a centimeter more breathing & thinking room.
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The true problem phase is the Enrage phase.
Where the invincible Ogre can charge players into groups of adds, while Shanks are raining down, while a Boss who never needs to reload is firing away wantonly.
The fight is chaotic. That part is just fine.
But currently the Ogre is more of an issue than the actual boss is.
Which is completely backwards.
People complained Oryx's fight had players more worried about mechnics then Oryx.
Well same scenario here.
Right now during enrage phase the Ogre is nearly undodgeable.
(I now can confirm Warlocks have it the worst in terms of dodging the Enrage phase.)
If you managed to dodge the smash, by the time you land you're already being pushed into a wall/corner & most likely WILL eat the next smash.
(Saw an invisible Hunter get creamed this way.)
Please Bungie, look over the fight mechanics.
I am not asking for easy mode.
I am asking for a balanced challenge & a fair/manageable challenge that rewards players.
Major Edit:
Basically rewrote the post to better clarify my intentions & suggestions.
I [b][u]don't[/u][/b] find the strike to be too hard btw.
The Strike itself is creative & very unique, well designed.
I find the Boss Encounter to be imbalanced.
Specifically the ogre.
Rather than challenging it is infuriating. There is a fine line between challenge & bad design/cheap tactics.
Lastly,
I am asking for help in keeping this bumped so Cosmo can bring this to the team's attention.
The overall goal is to make the encounter fun not nerf it to holy hell, and not make it easy mode.
Right now the encounter just isn't fun.
(Look at the drop out rate % for players for this strike. That is for the Normal & Heroic modes too.)
If I must I will resolo the strike and upload a video to prove to people that I am not "whining cause its [u]too hard[/u]."
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Bump for the morning.
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I've never had a problem with this strike... cleared it first time as a 365 first week it was out. It is different because you need to think about more than one thing at once, but I love how it is designed. Other parts of the game are just too easy.
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Tried the NF last night, was unaware of the Ogre becoming enraged and sprinting after you, is that in the non-NF version of that strike, or did they add it specifically to make the NF version harder? Won't be doing this NF, can't get any damage on the boss when the last set of adds comes in due to having to constantly dodge the sprinting ogre. Ran double bubble with blessings last night and still couldn't get it done.
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It's kinda funny when fans are thinking harder than Bungo on how to improve the game. Great ideas that would bring some fun back to this game. Well written.
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We need to be able to kill it! DIE!DIE!DIE!
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I soloed the nightfall this week and got it done within the time limit (I used the cheese spot tho). But I actually really like your idea because that would be a fun and dynamic experience (almost as much as a raid). I'd rather do that than use the boring cheese spot. BUMP!
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I just leave when the strike is started. It's just not worth the trouble when I can instead load into a different simpler strike.
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I don't want the strike nerfed or changed in any way shape or form. I mean why would I want that when it's just easier to go back to orbit and do a different one? I don't care if it's a siva strike ir nightfall, I don't want anything to do with running in circles.
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Generally one person can be on ogre distracting duty, jumping to dodge his smash. Another person needs to draw boss fire by pumping damage into him. Third is add control plus boss.
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Edited by G3ms4: 1/13/2017 10:40:23 PMBump [spoiler]~Stay creative~[/spoiler]
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I don't understand why everyone complains. It's not a hard strike at all
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Edited by YummyYummYum: 1/13/2017 3:30:38 AMYou must be new.... You can have one person chill up high in a corner, crouch, and be mostly unkillable completely glitching the ogre making just stand still. Then have other kill ads and dps the boss. Its like shooting fish in a barrel. The strike is stupid easy this way. L2P destiny.
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Dude it's what makes the fight so great while being so annoying... Granted it's difficult with Arc burn cause of the shanks but you simply have one person be the one to lead the Ogre around after he enrages and the other two teammates focus fire on the boss... It's not that difficult... They actually make a Strike that is unique and you go and complain about how hard it is... How bout you rise to the challenge... Also the Ogre is "Blind" but he still sees through the eye that the boss is holding... I say keep it the way it is... If it's too hard for you then don't run it... You should be asking for more Bungie to bring back Old Raids or something useful instead of asking them to make a Strike easier cause you can't handle it...
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It's not that hard. Have one of your teammates distract him. [spoiler]teamwork is key[/spoiler]
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At first, I thought the Ogre ran after either whoever it got close to (it "sensed" the Guardian not unlike the Last Rites mission), or it ran after whoever Kovik was shooting at (it "saw" the Guardian through its own eye on the gun). However, after several times doing the strike, that's not the case. The Ogre actually never needed its eye as it will beeline towards you from across the arena even if you are not in either enemy's sights.
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Edited by Tis-but-a-scratch: 1/12/2017 7:56:35 PMThe end of that strike is just lazy and cheap all together. I just leave when loaded into it. I hate the shanks more than the ogre.
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What's really fun is when you try to jump and glide past it, only to bounce off of its face into a corner or some other inconvenient spot. Not like you can outrun or out-glide it anyways.
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Bottom line is the mechanic for this strike coupled with the area you fight the final boss in leaves little opportunity for players to improvise. Basically 1 player runs around a pillar and distracts the ogre. The other two players shoot the boss. Big friggin deal. Not fun, boring as fudge.
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Nah, the strike is fine. Have a better team or maybe you are the problem why the strike is "hard"
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Just make it like the shield brother strike, and give the ogre the same amount of health as an ultra