[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.
Thanks for reading
[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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Agreed, gets old getting booped into a wall at 1009000000 mph over and over again
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I don't have a problem with this mechanic in the open world part of the game. But in strikes where that mechanic and literally knock you off a platform and into a quick death? Major problem. Especially since just about every Destiny 2 strike boss fight forces you to fight in the center of this tiny little bowl...and where the edges of that bowl are things that can kill you. The knockback mechanic is annoying, but not as annoying as the Destiny 1 insta-kill ground-pound. But when you add in this annoying bit of strike design along with it, its almost as bad.
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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.
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Can we get rid of you?
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It would be nice if the bosses were more unique, overall. Pretty tired of them being large versions of standard enemies.
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*pulls out 4th Hoseman* LEEEROOOOY JEENKIIINS!!!
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the strange thing is, with or without the knockback on the bosses, it really makes no sense to be close to them anyway
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The simple solution is to not get stomped. The stomp mrchanic is to stop people cheesing the boss with repeated hits. How easy would it be, to stand in front of a boss, and just keep hitting them with swords...? Destiny is dumb enough as it is, please do not ask them to make it dumber.
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so you're complaining because the game can't be easier to kill bosses??? lol wtf
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"No, it's too hard." -- Bungie
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While I agree with you it forces play Bungie seems to often express it wants to avoid, and while I have no solution, here’s something you might want to know... Arcstrider with Raiden Flux chest piece suffers almost no kickback and can survive most world bosses to the end.
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Edited by autistic_lion22: 2/12/2018 9:03:17 PMI swear, I don't only want to stay back and shoot, I want to destroy them with my big sword!
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Edited by KayOsS882: 2/12/2018 3:22:25 PMClose combat, like in sword fighting? You’re using a gun. I think the best thing to fix this is to cause more damage to people who get too close.
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If you time a melee right you won’t get knocked back. Stormcallers that teleport at the right time in their super don’t get knocked back. Strikers that shoulder charge after a slam don’t get knocked back. Basically if you can time any attack (besides firing a weapon) to land simultaneously with a stomp you will negate the knock back effect. Once you get the timing down it’s pretty easy.
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Agree 100%. If they want Shotguns and Swords to be viable power weapons, they need to be able to be used in boss fights. I'd even be OK if they kept the mechanic in, but added an RNG to it so that there was only a chance of it occurring when you got close. So maybe upon entering a certain proximity there was a 25% chance the boss would stomp, and then every 3 seconds after that initial proximity breach it rolled again with a higher % chance of stomp every 3 seconds you stayed in proximity, just so you couldn't roll up and stay there blasting him forever.
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I would like to see this, ESPECIALLY on the Tree Of Possibilities Strike. I can't count how many times that boss has thrown me off the map or into lasers from the middle of the arena. It's incredibly frustrating.
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You can somewhat (or could a while back) stunlock a boss with arcstrider and raiden flux. But I 100% agree with this. I love the melee aspects of mmos.
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Heh, I was thinking this all weekend as I would randomly get knocked off the map during strikes... I get the idea, but it's really annoying at times.
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Edited by Gouf: 2/12/2018 5:14:39 PMEvery time we getting close to powerful enemy they try to run or knock us back,bad AI design Bungie BAD!
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Edited by [SiN]大き氷: 2/12/2018 5:23:44 PMYeah things like this are okay in moderation but obviously repetition is to be avoided. Personally I don't mind it being a simple knock back, you can easily just do something that lunges to cancel it out. The one hit kill is another thing and something that I absolutely disagree with when it is part of it. It's like you say it just ruins close quarter combat, always has. Boss design in general could use something other than bigger version of AI, with maybe a different attack, and a pause the game for a while part. Penoptes, Axis, and Oryx (raid) are really the only good bosses to me.
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Edited by milk dud: 2/12/2018 9:32:18 AMOh mommies little irritated child are you getting irritated by the Nasty boss that sends you flying away.. You want bungie wungie to make it a whittle easier for you so it doesn't make u kwazy??
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The Cabal seem to love their knockback a little bit too much.
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Or at least tone down the distance you're catapulted... I hate losing half my super running half way across the map back to Steve... I mean, Bracus Zahn.
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You can actually prevent a Knock back with swords by simply guarding the attack. It drains the sword a bit but you wont fly and you can keep landing hits. You will still take some damage though, I suggest running max resilience on your character when trying to play strikes and using the sword on a boss
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Swords are great for bosses, just have to know how to use them. Swing as they are picking up their foot and you have a good shot at completely avoiding the kickback. Swing just after and it may still hit you, but the tracking can suck you back in and keep damaging the boss. Thirdly if you do get knocked away/off the map, you can swing the sword in mid air to change your momentum and land back safely. LASTLY, swords block, other than myself I don't think I've ever seen them used that way in a strike. (BLOCK WHILE REVIVING!)
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Every boss does it but every boss also has a tell/animation leading up to it that should signal to you (providing you're paying attention) to jump out of harms way and then re-engage in CQC. Is it a pain? Yeah, but think how easy it would be to just burn them down quickly from melee range if they didn't do that.