I've noticed a trend with the boss fights we need to break. They are big, surrounded by living ammo [lesser enemies], one hit kill when close to a guardian, and their map layout is more important than the boss itself during the fight.
This trend is broken in only a few places. One is the Vault of Glass, (I haven't gotten to the other raid yet) where the first boss is surrounded by oracles and has an impenetrable shield and needs a certain shield holder to lower them. Then the second boss that teleports guardians away.
And most recently, in Prison of Elders, where a flamer Hive boss would set the ground on fire. A game of "The Floor is lava".
I love these little things that the bosses do and want more of them they are like mini games. Bosses need to have their own 'signature' rather than just shooting and throw off the players (like me, who only PvEs). Things like a melee boss who goes invisible and will hunt a certain guardian in a narrow map. Or the boss drops an egg, and a mini game of hot potato ensues as the boss is now not shooting and looking for the egg, the egg itself heating up and lowing the shield of the holder until they need to drop it and have someone else pick it up.
I am fine with retextured bosses, but the bosses themselves need to be distinguished and not remembered for how their maps are.
Good point. Crota has a memorable location more than anything else.
Dark Souls did it right, in that the locations leading up to the bosses were very memorable, along with the movement and attack patterns themselves.
If Destiny added some sort of uncaged animal running around at players, [b]that[/b] would be memorable.
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