Kotaku's Journalist Tina Amini pretty much nailed it in terms of describing my experience regarding the 2 boss fights in the Alpha.
"By comparison, boss fights were boring. There wasn't as much tension. So long as you found a good place to hide, you could take the enemy out with nothing more than a lot of bullets and some patience. Timing would, of course, be important, but it was almost instinctive after we got the hang of each boss's pattern."
Anyone else think Bungie should add a little more tension by applying more pressure to the players during these boss fights? I feel that players should apply more strategy as opposed to, HIDE here, SHOOT, WAIT, SHOOT, RELOAD, REPEAT. Enemies should fully engage players and chase them around the area allowing team players to stratgize on who will be playing what role in taking down the boss.
Similar to MMO dungeons, Titan will tank main boss solo and try to buy time while Hunter and Warlock try to clear enemy spawns and random spawns that are chasing them around the map. While all this is happening they periodically have to assist the titan providing health and other defensive/stat buffs.
This is just one example of a boss battle that will provide another level of dynamic gameplay to Destiny. I Really hope this experience I had with the Boss Battles only pertains to the alpha and is no way a reflection of the final product that Bungie plans on releasing. Otherwise I fear that the end result for all boss fights will be, HIDE here, SHOOT, WAIT, SHOOT, RELOAD, REPEAT.
Despite this concern I had blast playing the alpha and looking forward to participating in the upcoming beta to see what Destiny has to offer
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[quote]Kotaku's journalist[/quote] Nuff said
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Huh? We've only played the alpha so how people come to this conclusion is beyond me.
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I think part of the problem was that in the main we were level 8 players in a level 4 map, excluding the strike. I would think in the full game and probably the beta we would have moved on to other areas or at least different bosses instead of killing the walker a bunch of times. For example the ?? enemies that can be found in parts of the map. However, I agree with what others have said that this was an Alpha and we were in a highly restricted area with low level enemies in the main so yes it did get very easy towards the end in the PVE environment but by then many of us were pretty much OP when compared to the bad guys.
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If you played the strike at lvls 7-8 it would be realy easy with a group of friends but if you are a lone wolf your hoingbto have a bad time.
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Alpha. It'll definitely be better in the full game
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That's exactly what a boss fight is, ever played Warcraft?
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Eh, I thought everyone considered Kotaku horrible journalists? Granted, the Spider Tank could [i]possibly[/i] become repetitive for some after a while, but in no way could Sepiks Prime. It's literally impossible to just stay in one place as they said; due to the fallen enemies that regularly spawned.
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Did you play the stike on legendry setting instead of brave? Brings a whole new level of hardness and tactics into play.
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1: not an mmo 2: alpha
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Dudes the game just released the alpha, that's basically the first gameplay testing of the game, they know the errors of destiny thanks to us pointing it out, like I noticed you get no loot from boss battles or enemies react slowly? But Bungie will be fixing this thanks to us pointing out there game errors, this will all be fixed when the actual game comes out, expect errors in the beta, the beta is just a test to see if there are still any errors in the game. They add more stuff and they make us play it so they can make sure we all enjoy destiny when it comes out.
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My only potential point of agreement is that I think the walker fights. could be improved by doing two things. 1. balance/regulate the exposure of the walkers core so that it feels more like you are being rewarded for targeting it's weak points and are more consistently granted a shot at it's super critical core.. I had one fight where I think it was only exposed once, and another when it popped out like three times consecutively inside of 2 minutes which also didn't make sense. and as far as letting us hide out and play it safe, on that front I do agree.. give it the ability to jump (rather high I would think) every 2 minutes or so in a manner that allows it to rather dramatically relocate itself. forcing combatants to relocate and avoid whatever shockwave blast came from it landing. it'll add an element of more shifting combat.. versus fund your hiding spot.. pop out, shoot hide again over and over in the same locations the whole time.
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The only thing I think that should be changed is the devil walkers mobility. Change that, making the fight far more deadly. Then allow more players in the event to make the event even more fun. Throw in a few rare enemy captains that have names and some feral dregs from the legend difficulty.. More rewarding to get engrams off those cool guys. Right now the devil just takes patience....and a lot of ammo. The other enemies are what cause you to strategize more so you don't accidentally get rekt by them trying to get ammo. As for the actual boss...sepiks prime provides some difficulty the first match. Eventually you find safe spots to fire from and areas where enemies don't go into. Perhaps the higher difficulty they will. I found it weird that the fallen can pile into the respawns zone but not in the few safe areas during the fight. Sepiks as a boss...here's all I'm gonna say. He was a ok boss. I certainly hope all bosses won't be floating spheres. I don't think they will, but with a name like sepiks prime I expected way more. Maybe a secondary form or something in legend mode. Having prime at the end of a name means epic. Optimus prime for example, is a bad ass For a first strike boss tho, I Deffinitely say it was a cool strike. I'm positive it gets harder later with better bosses. It was very fun for me and the random I rolled with. Mind you, I didn't play it 10 times in a row.
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Live how people base their opinion on one boss fight Lolkids
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You also have to remember that the game everyone played is an older version of the game they are currently working on. Bugs, graphics, AI, and a lot of other things have probably been improved. It's so hard to say how similar or different the actual game (or even the beta) will be different.
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I kinda agree. I would like the devil walker to move around a bit more, like more than 2m from where it landed
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Uhhhh everytime I fought the bosses I always had the pressure of the fallen on me I could never stay in one place so I don't know what this kotaku journalist is talking about
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Son, have you even fought through Devil's Lair on Legend? Lemme tell you, the bosses are far harder, Sepkis Prime turns into hell of a monster.
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Don't be naive, those two were just beginning bosses, you will be more engaged I assure you.
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I agree, a little redundant. I think if everyone dies the strike should have to be restarted. But I still dont mind shooting, reload, repeat. But should have penalties for playing poorly.
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I agree. I think that Bungie should make bosses do some sort of unique attack every now and then that Players must know how to counter.
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Well at least we have Raids which are guaranteed to have other elements to "shake it up"--the footage of the Vault of Glass showed disappearing and appearing platforms--I'd fully expect stuff like that during the boss fight too. And if they can do that in Raids, they could probably do it in story missions at least.
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Your spelling seems TERRIBLE
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Yep, repetitive as hell but dat loot tho
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Repetitive*
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1) You don't "tank" in this game. 2) Only 3 bosses from a [u]low level[/u] strike. Wait until higher level strikes/raids. 3) Why do you read Kotaku?
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You played like 5% of the game, relax lol