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Gumstain

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  1. Boss fights have been, imo, one of the weakest aspects of the game for years. Even with the recent "boss fights" like archons and liches, there isn't anything about their mechanic that feels engaging/exciting to me. At this point in the game I feel that they should at least think of another way to design "strong individuals" other than just being a tankier enemy on the tileset. Sure there are fights like the Orb mothers and Eidolons where there are much more enjoyable mechanics, but there still feels something missing about them. I think the closest thing, to what I want in a fight at least, would be the Ropalolyst. The fight incorporates both operator and waframe which is nice, and it isn't just a fat, slow target just waiting to be hit. It moves around the arena which makes it harder to hit plus you parkour around the place to force it to hit the generators. Sure our builds nowadays do insane amounts of damage and delete the healthbar/weak point in seconds, but if you make the process in that leads up to the damage phase more interesting or at least longer than 10 seconds then I don't care if it gets oneshotted. At least incorporate more parkour in the fights other than just getting to point A to point B like forcing us to be in the air during damage phase so we'd have to aim glide instead of just being stationary on the ground and getting an easy shot on the target. I also wish they'd force us to think more about where/and how to pakour around during the fight, since in Jackal fight we just run around in circles or go to operator and go invis. Regardless, this is all completely subjective, and I just wanted to share my thoughts. I know that boss designs aren't big topic in DE's list of priorities and will probably not be for a long time, but a man can dream.
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