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3/10/2021 4:16:57 PM
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Please Stop Damage Gating Bosses.

After the re-release of Devils lair and saber, bungie have added new damage gate mechanics to the bosses. I think I can speak for a lot of people when I say this is very frustrating and boring when it comes to mechanics in strikes. All damage gating does it hold back the player and makes the encounter into a boring waiting game just to kill the boss. Strike bosses are at their best when the team works together to find the best way to melt by utilising the plethora of buffs and debuffs we have at our disposal. I feel like a better solution is to remove damage gates on all bosses BUT increase their health a considerable amount. There also can be other mechanics that could be used like a way to apply a passive buff or debuff for future bosses like the primeval slayer buff from gambit or something like the pools from old Golgroth. Don’t be afraid to make bosses tanky as there can be many ways to damage the bosses while also new mechanics that could be put in place that are engaging and fun to apply.

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  • Or, you know, Bungie could actually TRY to design better boss mechanics. I know they're capable of it, yet so many bosses use more of the same mediocre mechanics.

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    • As long as we don't get another Fanatic-type boss, I'm okay with those phases. Whoever came up with that guy's downtime was taking the piss.

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    • Tanky bosses mean that if you bring less that meta dps, you're there all day, hence the toxic lfgs

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      • https://static.wikia.nocookie.net/destinypedia/images/0/07/Valus_Ta%27aurc.jpeg/revision/latest?cb=20190912123248

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      • I'm fine with it. They nerfed stomp mechanic, it no longer kills you, just knocks you back and does like 25% of your health bar. Way way way better. Folks complained about that for years.

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        • I was with you until you said to increase health. Dude no. Just have every strike be as good as the D1 beta version of the sepiks strike. Give bosses more attack variants and patterns too. That's it

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        • I hate how every boss is just the same boss now; "Invincibility Phase + Enemies." It made me immediately dislike the bossfight in Presage was this, on top of annoying physics deaths. And to the people who defend this by saying "you just want to kill the boss quickly," to that I say: There's a solution for that. It's called "difficulty settings."

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        • Edited by Chrytor-6: 3/12/2021 8:23:56 PM
          Sepix and Saber aren’t really waiting games though. You can drop their shields by killing their servitors/shanks that they spawn. Bosses like the fanatic on the other hand are fking obnoxious with their random immunity that lasts as long as they want.

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          • Nah I prefer it. If every boss was insta-melted the moment the fight starts then it would be boring as hell. I like being able to actually play the game.

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          • Yeah at least be creative with it if your going to do it. Just some hokey white shield, despite it being different races, so it’s an obvious f-u move instead of something that makes sense. Lazy incompetence

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          • A immunity shield is unrealistic. If the saber shank started to become overcharged with lightning to the point where all bullets deflected off of it THAT would be cool AND make sense. Imagine seeing that giant shank pulsing in lightning, a little lightning storm above it, and lightning going from the shank to the ground around it COOOOL! If Sepiks paused and started to channel some Siva Energy and you had to hit one of the many weak points on him that did bonus damage to make him stop that would be AMAZING!! Point being, immunity phases are FINE. But make them realistic, don’t just give the boss a white shield. Spice it up!

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            • The warden of nothing has an epic boss fight, but you only get to experience it in master or grandmaster ordeals. That's how all strikes would be with your idea. No thanks.

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              • Day one DSC raid complain about damage phase strike Lmao

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              • I just want the bosses in these game themselves to present a considerable threat for once. Chase us more, attack us more, make us do some mechanic just to evade them and have a window to do damage.

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              • What do you want to bet Atheon will have damage gates, forcing multiple phases

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                • i disagree.. i think this is needed.. in the past ALL WEAPONS nerfed from PVE are due to us melting the boss.. if this is what it takes to stop nerfing every other weapon Im good with it.

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                  • I the most egregious offender of this mechanic is the Fanatic. Dude has like 5 invincibility phases.

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                    • It's actually better this way. Sorry you want to nuke a boss in 2 seconds then complain the game is to easy.

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                    • D1 has high health strike bosses and what we have now is MUCH better than that. Either leave as is or find an in between but increasing boss health is NOT the way to go.

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                    • Edited by Seraph: 3/10/2021 5:40:50 PM
                      [quote] I feel like a better solution is to remove damage gates on all bosses BUT increase their health a considerable amount.[/quote] 😞 I’m guessing that you haven’t been playing Destiny since day 1. Once upon a time, back in Destiny 1, there was a Destiny Strike Boss called Valus Ta’aurc. Aside from inspiring one of best Destiny memes ever, Valus Ta’aurc was famous for his staggering high health. And a lot of players complained about his high health, especially the players that tried to solo the Nightfall version. The general argument at the time was that giving enemies more health ( or making them massive damage sponges ) wasn’t a good solution to increasing enemy difficulty. So Bungie nerfed Valus’ health ( many, many times ), and started experimenting with giving Strike Bosses damage phases, or mechanics. So, my point is that Bungie is damned if they, and damned if they don’t. They literally can’t win when it comes to the playerbase. They give bosses a lot of health, and the playerbase complains. They give bosses damage/immunity phases, and the playerbase complains. The playerbase instantly melts a boss, and the player complains. I appreciate the suggestions, but we’ve established that adding more health to bosses isn’t a proper solution, because the playerbase has already complained to death about this issue. So do you have any other suggestions? Because right now, damage/immunity phases is the lesser evil.

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                      • Imagine how much fun we could have if Bungie weren't dead set on making us weak, remember melting bosses in D1 with everybody unloading with gjallahorn? Arent video games supposed to be fun?

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                        • It's called phases not 'damage gating'. And it happens to help build super for damage phase so it stays.

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                          • The giant shank just sitting in the corner with a shield like it's in time out is just ridiculous.

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                          • [quote]After the re-release of Devils lair and saber, bungie have added new damage gate mechanics to the bosses. I think I can speak for a lot of people when I say this is very frustrating and boring when it comes to mechanics in strikes. All damage gating does it hold back the player and makes the encounter into a boring waiting game just to kill the boss. Strike bosses are at their best when the team works together to find the best way to melt by utilising the plethora of buffs and debuffs we have at our disposal. I feel like a better solution is to remove damage gates on all bosses BUT increase their health a considerable amount. There also can be other mechanics that could be used like a way to apply a passive buff or debuff for future bosses like the primeval slayer buff from gambit or something like the pools from old Golgroth. Don’t be afraid to make bosses tanky as there can be many ways to damage the bosses while also new mechanics that could be put in place that are engaging and fun to apply.[/quote] YOU BE PREACHING BROTHER

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                          • Edited by Candy: 3/11/2021 7:54:07 PM
                            I mean it’s all the same full or gated health pool doesn’t matter. Shoot two Anarchy shots wait...shoot two more....wait.

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                            • Valus Ta’aurc says...”hold my beer.” We’ve seen that a bullet sponge is not the answer. But, like you, I absolutely hate the three phase boss encounters that seem to be the rule and not the exception. I feel like it ruins the flow. I won’t get started on the half a map AoE stomp attacks. Perhaps a solution would be to add an elemental shield to the boss. Sepiks gets a void shield. You knock it down and then he takes damage. You stop doing damage the shield comes back. Your team has to decide to prioritize boss damage or add control. The wrathborn hunts worked like that. I know there are ways around it and I could smoke a wrathborn boss in a few seconds with Anarchy. But it was better than the current strike mechanic (IMO).

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