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<title>DBO Forums - He was my lover!</title>
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<title>He was my lover! (reply)</title>
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<link>https://destiny.bungie.org/forum/index.php?id=40071</link>
<guid>https://destiny.bungie.org/forum/index.php?id=40071</guid>
<pubDate>Wed, 08 Oct 2014 10:44:00 +0000</pubDate>
<category>Destiny</category><dc:creator>Numinar</dc:creator>
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<title>do boss fights really need to take so long? (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>Think you missed the point there where he was solo.</p>
<p>3 or 4 minutes of co-op survival against waves of nasty adds whilst trying to get a few licks in on the moving super turret is fine for some of us I imagine. I always have a good time on that encounter now since I realised trying to solo weekly Strikes is foolish.</p>
</blockquote></blockquote><blockquote><p><br />
It is definitely foolish, but I've been forced into it several times when my matchmaking partners ditch. Not much fun. I wonder if people can join your game while you're fighting. It seems like it waits for you to die or reach the next area before adding anyone new.</p>
</blockquote><p>We were running the Archon mission, and our third disappeared about halfway through. (Looked like he lagged out.) We played through just the two of us, got to the final area, cleared the first couple of waves, and the Archon appeared - and soon after, a third member appeared. He was instrumental in our timely completion of the mission. (We'd have done it, I'm sure - but it went much faster with 3.)</p>
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<link>https://destiny.bungie.org/forum/index.php?id=40017</link>
<guid>https://destiny.bungie.org/forum/index.php?id=40017</guid>
<pubDate>Tue, 07 Oct 2014 23:13:56 +0000</pubDate>
<category>Destiny</category><dc:creator>Claude Errera</dc:creator>
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<title>Heh. :) (reply)</title>
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<link>https://destiny.bungie.org/forum/index.php?id=40011</link>
<guid>https://destiny.bungie.org/forum/index.php?id=40011</guid>
<pubDate>Tue, 07 Oct 2014 22:00:26 +0000</pubDate>
<category>Destiny</category><dc:creator>Ragashingo</dc:creator>
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<title>do boss fights really need to take so long? (reply)</title>
<content:encoded><![CDATA[<blockquote><p>I'd say Riksis is pretty close to just sitting in a cave and shooting at but he's the first boss so I can forgive it.</p>
<p><br />
To be fair I have fought him a lot for bounties.  We have a routine and understanding now, Riksis and I.</p>
</blockquote><p>Yeah...feels like a scam, almost. Roar and look menacing, then I'll hit you with a couple rockets and a sniper round to the head, then the Queen will pay us again.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=40010</link>
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<pubDate>Tue, 07 Oct 2014 21:57:06 +0000</pubDate>
<category>Destiny</category><dc:creator>Jabberwok</dc:creator>
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<title>do boss fights really need to take so long? (reply)</title>
<content:encoded><![CDATA[<p>I'd say Riksis is pretty close to just sitting in a cave and shooting at but he's the first boss so I can forgive it.</p>
<p><br />
To be fair I have fought him a lot for bounties.  We have a routine and understanding now, Riksis and I.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=39979</link>
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<pubDate>Tue, 07 Oct 2014 20:47:44 +0000</pubDate>
<category>Destiny</category><dc:creator>Spec ops Grunt</dc:creator>
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<title>They still aren&#039;t interesting though. (reply)</title>
<content:encoded><![CDATA[<p>I do feel like I was too harsh and there are times where I am impressed by the AI.</p>
<p>Mainly I've noticed this with the Fallen.</p>
<p>I swear I heard one speak english taunting me to come out when I was hiding one time. That was cool.</p>
<p><br />
The bosses are dumber than a box of rocks tho.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=39977</link>
<guid>https://destiny.bungie.org/forum/index.php?id=39977</guid>
<pubDate>Tue, 07 Oct 2014 20:36:08 +0000</pubDate>
<category>Destiny</category><dc:creator>Spec ops Grunt</dc:creator>
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<title>do boss fights really need to take so long? (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>Think you missed the point there where he was solo.</p>
<p>3 or 4 minutes of co-op survival against waves of nasty adds whilst trying to get a few licks in on the moving super turret is fine for some of us I imagine. I always have a good time on that encounter now since I realised trying to solo weekly Strikes is foolish.</p>
</blockquote></blockquote><blockquote><p><br />
Diablo already solved this problem. Each player in the game makes the enemies stronger. So if you are alone, the boss has less life. It ends up being slightly easier with friends, but is doable and not tedious solo.</p>
</blockquote><p>That would be so nice. Kind of surprised Destiny doesn't do this, as Borderlands does, as well. Might not make sense in public spaces, but for the rest, it seems like a good idea.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=39968</link>
<guid>https://destiny.bungie.org/forum/index.php?id=39968</guid>
<pubDate>Tue, 07 Oct 2014 20:08:26 +0000</pubDate>
<category>Destiny</category><dc:creator>Jabberwok</dc:creator>
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<title>do boss fights really need to take so long? (reply)</title>
<content:encoded><![CDATA[<blockquote><p>Think you missed the point there where he was solo.</p>
<p>3 or 4 minutes of co-op survival against waves of nasty adds whilst trying to get a few licks in on the moving super turret is fine for some of us I imagine. I always have a good time on that encounter now since I realised trying to solo weekly Strikes is foolish.</p>
</blockquote><p>Diablo already solved this problem. Each player in the game makes the enemies stronger. So if you are alone, the boss has less life. It ends up being slightly easier with friends, but is doable and not tedious solo.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=39960</link>
<guid>https://destiny.bungie.org/forum/index.php?id=39960</guid>
<pubDate>Tue, 07 Oct 2014 19:31:57 +0000</pubDate>
<category>Destiny</category><dc:creator>Cody Miller</dc:creator>
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<title>do boss fights really need to take so long? (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>On Mr Ogre, him firing at you is an opportunity for your Fireteam to hit him.  Think of it more as you being the noble distraction. :)</p>
</blockquote></blockquote><blockquote><p><br />
True, but that must be rough if you're fighting him by yourself.</p>
</blockquote><p>It was. Fortunately he takes a break every so often. That or I just Bubble Shielded it up and popped in and out to do some damage. :)</p>
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<link>https://destiny.bungie.org/forum/index.php?id=39946</link>
<guid>https://destiny.bungie.org/forum/index.php?id=39946</guid>
<pubDate>Tue, 07 Oct 2014 18:11:08 +0000</pubDate>
<category>Destiny</category><dc:creator>Ragashingo</dc:creator>
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<title>do boss fights really need to take so long? (reply)</title>
<content:encoded><![CDATA[<blockquote><p>On Mr Ogre, him firing at you is an opportunity for your Fireteam to hit him.  Think of it more as you being the noble distraction. :)</p>
</blockquote><p>True, but that must be rough if you're fighting him by yourself.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=39943</link>
<guid>https://destiny.bungie.org/forum/index.php?id=39943</guid>
<pubDate>Tue, 07 Oct 2014 18:09:48 +0000</pubDate>
<category>Destiny</category><dc:creator>Jabberwok</dc:creator>
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<title>They still aren&#039;t interesting though. (reply)</title>
<content:encoded><![CDATA[<blockquote><p>I think it's a mixed bag, sometimes they are great, sometimes they suck.</p>
<p>Certainly no worse than the Brutes from Halo 3 though, and often way better.</p>
<p>Played the daily Story last night solo. Those missions are making a much better impression on me now than when I first went through. Had to use every skill, weapon and all my mobility to get through.</p>
<p>The stealthed melee guys were one hitting me. It was so intense. The final encounter is amazing, with about 6 or 7 waves without a checkpoint to fall back to.</p>
<p>Reminded me of the better encounters from Halo CE Legendary. I eventually learned not to stay scoped in for more than a few seconds, kept spinning to see where the stealth bastards were and be ready on the quick-swap to Invective. When the boss did show up I had my emergency panic rockets to unload, it was glorious.</p>
</blockquote><p>I dunno, as far as communicating actions to the player, I thought the H3 brutes did it pretty well. Mainly because they spoke English, which makes it a lot easier. Often times, when I was hiding around the corner with a shotgun, I'd hear them talk about flushing me out, or using grenades. Other than that, though, they maybe weren't as iconic as some of the other enemies. The H1 elites were some of the best, because they had really obvious tells that you could predict. I remember Bungie people making fun of the way brutes behaved in Halo 2, but I thought the buddy system they set up was interesting, actually. If I killed one brute, I could be pretty certain there was another one freaking out and charging me right then, even if I couldn't see him. That made things tense, as I tried to figure out where he might come from. </p>
<p>Another thing that was interestng, in that same talk on AI that I mentioned before, was that players in studies would often misinterpret enemy intelligence just based on how successful they were. So give enemies more health and make them do more damage, and suddenly they seem smarter. If that cloaked vandal rushing you doesn't stand a chance, he seems like an idiot, but if he manages to kill you, suddenly he seems smart, even though there's no difference in the actual behaviors.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=39942</link>
<guid>https://destiny.bungie.org/forum/index.php?id=39942</guid>
<pubDate>Tue, 07 Oct 2014 18:07:50 +0000</pubDate>
<category>Destiny</category><dc:creator>Jabberwok</dc:creator>
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<title>do boss fights really need to take so long? (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>The strike I do think needs a little help is Sepikis Prime. Even on hard modes (like through the Strike Playlist) the distracting enemies are pushovers. It needs more powerful units coming after you. I find the three waves earlier in the strike with Wizards and melee Vandals and that powerful Captain at the end far more dangerous than sidestepping Sepikis' shots and one-shoting every enemy that gets dropped off. If they'd add in the cloaked Vandals, pairs of minor Servitors split to the left and right, or the occasional major Vandal or Captain the end of that strike would get a lot more interesting.</p>
</blockquote></blockquote><blockquote><p><br />
Well, it IS the first strike in the game, so it's probably going to be the easiest relative to any other. I think my biggest problem with the spider tank in that level is that it doesn't really move, and there are only a couple of angles on it. Fighting them in public events, there is usually more open space, which is nice.</p>
<p>I don't know if those tanks should fire more often. Players need to have a chance to relocate in between barrages without being permanently pinned down. However, what would be nice, which I don't think they can do now, is if they could fire and target multiple weapon systems at once. That way they could be more effective against groups of players attacking from different directions. But one thing I don't like about the ogre in Summoning Pits is that he just seems to be constantly firing, so even getting off shots to whittle his health down (in between dealing with all the other enemies) is a huge pain.</p>
</blockquote><p>I don't want the spider tanks to fire too quickly but just speed up the charge time little bit to make you have to pay more attention. Right now you can just listen for the aiming sound, fire a few more shots, and then move. Another neat option would be to have two spider tanks. That would be a lot of fun! Totally agree about not having the tank with its back against the wall. In the public events you can spread out and hit it from all sides. Makes the fights more enjoyable. </p>
<p>On Mr Ogre, him firing at you is an opportunity for your Fireteam to hit him.  Think of it more as you being the noble distraction. :)</p>
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<link>https://destiny.bungie.org/forum/index.php?id=39941</link>
<guid>https://destiny.bungie.org/forum/index.php?id=39941</guid>
<pubDate>Tue, 07 Oct 2014 18:05:01 +0000</pubDate>
<category>Destiny</category><dc:creator>Ragashingo</dc:creator>
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<title>do boss fights really need to take so long? (reply)</title>
<content:encoded><![CDATA[<p>At the very end of my lone battle against Phogath two more Gaurdians were matched in. They literally entered the room as the boss was dying. Still got better rewards then me... :p But yes, it will <em>eventually</em> add in more people.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=39939</link>
<guid>https://destiny.bungie.org/forum/index.php?id=39939</guid>
<pubDate>Tue, 07 Oct 2014 17:57:28 +0000</pubDate>
<category>Destiny</category><dc:creator>Ragashingo</dc:creator>
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<title>do boss fights really need to take so long? (reply)</title>
<content:encoded><![CDATA[<blockquote><p>The strike I do think needs a little help is Sepikis Prime. Even on hard modes (like through the Strike Playlist) the distracting enemies are pushovers. It needs more powerful units coming after you. I find the three waves earlier in the strike with Wizards and melee Vandals and that powerful Captain at the end far more dangerous than sidestepping Sepikis' shots and one-shoting every enemy that gets dropped off. If they'd add in the cloaked Vandals, pairs of minor Servitors split to the left and right, or the occasional major Vandal or Captain the end of that strike would get a lot more interesting.</p>
</blockquote><p>Well, it IS the first strike in the game, so it's probably going to be the easiest relative to any other. I think my biggest problem with the spider tank in that level is that it doesn't really move, and there are only a couple of angles on it. Fighting them in public events, there is usually more open space, which is nice.</p>
<p>I don't know if those tanks should fire more often. Players need to have a chance to relocate in between barrages without being permanently pinned down. However, what would be nice, which I don't think they can do now, is if they could fire and target multiple weapon systems at once. That way they could be more effective against groups of players attacking from different directions. But one thing I don't like about the ogre in Summoning Pits is that he just seems to be constantly firing, so even getting off shots to whittle his health down (in between dealing with all the other enemies) is a huge pain.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=39938</link>
<guid>https://destiny.bungie.org/forum/index.php?id=39938</guid>
<pubDate>Tue, 07 Oct 2014 17:54:24 +0000</pubDate>
<category>Destiny</category><dc:creator>Jabberwok</dc:creator>
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<title>do boss fights really need to take so long? (reply)</title>
<content:encoded><![CDATA[<blockquote><p>And that's the thing. None of the boss battles ask you to sit there and just peg away at a wall (heh, or stand in one place and shoot into a cave!) they challenge you with diverse waves and generally keep you moving. The only &quot;same thing&quot; you do is &quot;play Destiny.&quot; If playing the game seem to take an eternity to you maybe you should consider playing a different game.</p>
</blockquote><p>You make a good point at the end there. ^^</p>
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<link>https://destiny.bungie.org/forum/index.php?id=39933</link>
<guid>https://destiny.bungie.org/forum/index.php?id=39933</guid>
<pubDate>Tue, 07 Oct 2014 17:44:38 +0000</pubDate>
<category>Destiny</category><dc:creator>Jabberwok</dc:creator>
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<title>do boss fights really need to take so long? (reply)</title>
<content:encoded><![CDATA[<blockquote><p>Think you missed the point there where he was solo.</p>
<p>3 or 4 minutes of co-op survival against waves of nasty adds whilst trying to get a few licks in on the moving super turret is fine for some of us I imagine. I always have a good time on that encounter now since I realised trying to solo weekly Strikes is foolish.</p>
</blockquote><p>It is definitely foolish, but I've been forced into it several times when my matchmaking partners ditch. Not much fun. I wonder if people can join your game while you're fighting. It seems like it waits for you to die or reach the next area before adding anyone new.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=39932</link>
<guid>https://destiny.bungie.org/forum/index.php?id=39932</guid>
<pubDate>Tue, 07 Oct 2014 17:42:18 +0000</pubDate>
<category>Destiny</category><dc:creator>Jabberwok</dc:creator>
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<title>do boss fights really need to take so long? (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>And that's the thing. None of the boss battles ask you to sit there and just peg away at a wall (heh, or stand in one place and shoot into a cave!) they challenge you with diverse waves and generally keep you moving. The only &quot;same thing&quot; you do is &quot;play Destiny.&quot; If playing the game seem to take an eternity to you maybe you should consider playing a different game.</p>
</blockquote></blockquote><blockquote><p><br />
I don't know about this part.  Fighting Sepiks prime is little more than shooting a eyeball that occasionally moves while sometimes fighting low level Fallen.  Same for Draksis, Riksis, every walker you fight, and various other enemies.</p>
<p>People's issues aren't with the availability of enemies or some fictional enemy that you stand still to shoot at.  It is the lack of variety in boss battles.  One battle that plays out like Sepiks would be tons of fun.  Nearly every boss battle using the same formula gets old really fast.  When I first killed Riksis for instance, I thought Destiny had boss battles better than any I had played before.  Then when I killed the Cabal Strike guy I thought, boy that is exactly the same as Riksis just with even more predictable movements.</p>
</blockquote><p>Sure, variety is needed. Especially in future strikes. But I think you're understating the differences between the strikes. Fighting Phogath puts you in contention with mortars enemies (Knights and Wizards) and slow and quick melee enemies. Fighting Cabal guy has you pinned down by hard to kill Phalanx and annoyingly quick Psions. Fighting, the Archon Priest, has a boss that <em>does</em> have freedom of movement along with snipers, mortar enemies (Servitors), swarms of standard gun enemies (Dreg and Shanks) and fairly powerful melee enemies (those cloaked Vandals). Yes, most of the strikes have a central big bad, but the other enemies are different enough to change your tactics. </p>
<p>As for some of the others you mentioned: Riksis isn't really even a boss. He's an introduction. Like the Archon Priest, Draksis is actually one of the good exception to the barely moving central boss. And Walkers are a bit hit and miss. The Walker in the Sepikis strike is not so great. You have to be a bit inept to die to it. But I've had a lot of fun with Walkers in public events because you tend to get tougher side enemies. I've been legitimately pinned down on by the Walkers on Venus or the Moon or even the public event one on Earth. I wouldn't mind the Walkers firing a bit quicker though. Right now they telegraph so much they become the side threat with the side enemies being the ones you have to watch out for... </p>
<p>The strike I do think needs a little help is Sepikis Prime. Even on hard modes (like through the Strike Playlist) the distracting enemies are pushovers. It needs more powerful units coming after you. I find the three waves earlier in the strike with Wizards and melee Vandals and that powerful Captain at the end far more dangerous than sidestepping Sepikis' shots and one-shoting every enemy that gets dropped off. If they'd add in the cloaked Vandals, pairs of minor Servitors split to the left and right, or the occasional major Vandal or Captain the end of that strike would get a lot more interesting.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=39916</link>
<guid>https://destiny.bungie.org/forum/index.php?id=39916</guid>
<pubDate>Tue, 07 Oct 2014 17:12:20 +0000</pubDate>
<category>Destiny</category><dc:creator>Ragashingo</dc:creator>
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<title>do boss fights really need to take so long? (reply)</title>
<content:encoded><![CDATA[<blockquote><p>And that's the thing. None of the boss battles ask you to sit there and just peg away at a wall (heh, or stand in one place and shoot into a cave!) they challenge you with diverse waves and generally keep you moving. The only &quot;same thing&quot; you do is &quot;play Destiny.&quot; If playing the game seem to take an eternity to you maybe you should consider playing a different game.</p>
</blockquote><p>I don't know about this part.  Fighting Sepiks prime is little more than shooting a eyeball that occasionally moves while sometimes fighting low level Fallen.  Same for Draksis, Riksis, every walker you fight, and various other enemies.</p>
<p>People's issues aren't with the availability of enemies or some fictional enemy that you stand still to shoot at.  It is the lack of variety in boss battles.  One battle that plays out like Sepiks would be tons of fun.  Nearly every boss battle using the same formula gets old really fast.  When I first killed Riksis for instance, I thought Destiny had boss battles better than any I had played before.  Then when I killed the Cabal Strike guy I thought, boy that is exactly the same as Riksis just with even more predictable movements.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=39905</link>
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<pubDate>Tue, 07 Oct 2014 16:39:23 +0000</pubDate>
<category>Destiny</category><dc:creator>Monochron</dc:creator>
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<title>do boss fights really need to take so long? (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>and killed the Ogre in just over eight minutes <em>by myself</em>.</p>
</blockquote></blockquote><blockquote><p><br />
8 Minutes of doing the same thing is an ETERNITY in video games time.</p>
</blockquote><p>I was having a blast, thank you. Why? </p>
<p>1. It's an encounter designed for three people. I was playing it by myself since my matchmade team disappeared. It was like playing the best parts of a Halo game on Legendary with the added tension of knowing that a death would reset a lot more than just a few enemies. As I said before, three of us could have knocked it out in three minutes, maybe less. </p>
<p>2. I wasn't doing the same thing. I was shooting the boss. I was scrambling behind cover. I was taking out mortar knights. I was firing up Ward of Dawn to blind the tough and dangerous sword knights that would come after me. I was retreating to other sections of the map. And I was using my fusion rifle to take out wizards.</p>
<p>And that's the thing. None of the boss battles ask you to sit there and just peg away at a wall (heh, or stand in one place and shoot into a cave!) they challenge you with diverse waves and generally keep you moving. The only &quot;same thing&quot; you do is &quot;play Destiny.&quot; If playing the game seem to take an eternity to you maybe you should consider playing a different game.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=39902</link>
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<pubDate>Tue, 07 Oct 2014 16:10:27 +0000</pubDate>
<category>Destiny</category><dc:creator>Ragashingo</dc:creator>
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<title>do boss fights really need to take so long? (reply)</title>
<content:encoded><![CDATA[<p>Think you missed the point there where he was solo.</p>
<p>3 or 4 minutes of co-op survival against waves of nasty adds whilst trying to get a few licks in on the moving super turret is fine for some of us I imagine. I always have a good time on that encounter now since I realised trying to solo weekly Strikes is foolish.</p>
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<pubDate>Tue, 07 Oct 2014 15:16:43 +0000</pubDate>
<category>Destiny</category><dc:creator>Numinar</dc:creator>
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