[spoiler]*A Wild Gringo has appeared*[/spoiler]
Ever since Destiny 1, almost every boss has had a kind of kickback mechanic to keep players from getting too close (either that or a ohk stomp). While this made sense for some bosses, like with the Darkblade or that one stompy boss in Shield Brothers, it gets annoying when every boss has it. It dissuades close combat, leading to certain weapons, like sidearms or swords, feeling useless in a public event, strike, or raid. Actually would like to see the % of sidearms or smgs used in strikes against other weapons. I think that is the general consensus with the community as a whole, it is just that people are talking about other issues over boss design.
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[spoiler]And of course they don’t have to actually get rid of it. Just using it selectively and changing the mechanics based on the boss would be pleasant. Zahn would light the ground on fore but not push you back while Brackion could have a 15 second cooldown that you can bait out and then do dps. As possible examples of course.[/spoiler]
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Edited by TotalDramaGamer: 2/12/2018 3:03:28 AMThey don't to necessarily get rid of that concept, it just can't be the [u]exact [/u]same thing every time. For instance, that's why I've never hated giant servitors in this area. Don't have a magical 'push back button' but rather actually suck your life away. Same concept but different way of doing it. And it makes sense because they can't touch the ground (unlike hydras... because Vex magic). Besides, it would be kind of cool to see a big captain or Kell grab you by neck and blast you away with a shotgun or run you through with a sword then throw you down. The enemies just need some personality besides looks. They all pretty much do the same thing... it's boring. For Vex I always thought they should use teleporting more. For instance, if you get too close to a Vex boss they simply always teleport you away. Instantly. It just makes sense and gives the Vex a little bit of personality. Obviously, you can vary it a bit. Not all Vex need to do that (for instance, giant Gatelords) but it makes perfect sense on less mobile stages of bossfights or different bosses altogether (like hydras). Cabal it kind of makes sense, but I would like to see where a cabal boss actually pulls you in so you can't escape. They kinda of slow you down, then stomp on you, but you don't ragdoll. It's just a near death experience (if at full health, of course) to make them dangerous. The Cabal are bigger than you, why should they be afraid of your tiny frame? The Hive could do anything. It's why the wizards are so different than anything else in the game because they actually debuff, slow, and attack your sight if you get too close. It's unique, different, and again does not rely on simply pushing you away physically but rather making you get out of the cloud of death.