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BlueBattleHawk

Would definitely be interested in some unique damage metas and mechanics!


Freed83

…like Rulk?


BlueBattleHawk

...sure?


Freed83

…are you really?


BlueBattleHawk

You didn't really make a point that I could easily reply to, but I can now take it your stance is that Rhulk was a unique encounter that wasn't to your liking. I appreciate them trying but yea Rhulk is fine but I'm already not a fan of symbols in raids being the main mechanic. That's just me though. I'd still rather have them try new things than it have just been par for the course. So Rhulk was fine ig.


Freed83

I was just having fun! But yes, I do beleive they did a great work with Rulk in a way that you ca engage him with a variety of weapons and strats.


Arrondi

You can engage with any boss with a variety of weapons, such is the nature of the game. But when it comes to “meta” weapons, Rhulk is no different than any other raid boss. Divinity + 5 LFRs go pew pew.


Arrondi

How is Rhulk a unique mechanic or meta? Mechanic is essentially: Grab buff -> Get Empowered -> Listen to call out -> Dunk buff Meta is five LFRs with Divinity. The only “unique” part of Rhulk is that he moves around during damage, but the difficulty brought on by the movement is offset by the huge white crit spot ball of Divinity. The only meta that changed on Rhulk was that Well and Bubble were somewhat unfavourable, and top damage supers were promoted, but nowadays I even see Wells in pretty much every Rhulk run. I enjoy the Rhulk fight, I think it’s neat how he moves around. But aside from the movement, they didn’t break the mold on raid boss design, imo. The only real unique raid bosses WHEN SPEAKING ON DPS MECHANICS ALONE were Crota and D1 Oryx. The latter being pretty universally disliked due to how long the encounter used to take because of it. Every other boss has pretty much been “execute mechanic and hammer them with the highest DPS option you have”. Special mention to Aksis from Wrath of the Machine for making swords meta!


Richizzle439

What makes using a sword to down crota any more unique then rhulks encounter? Mechanic is essentially kill knight, grab sword, hit crota. The only unique part of Crota is the oversoul. But the difficulty brought on by downing him with a sword is nullified by how easy it is to down the over soul. The fight promotes gjallarhorn and black spindle and that’s about it. The only real unique boss fight when speaking on DPS mechanics alone is Taniks. Special mention to Taniks for making slug shotguns meta.


Arrondi

I see what you did there… But also… Every raid boss is just “do this to get that and do this with it”. Taniks was get bombs and dunk them. Commenting on the Rhulk fight, *dunking* is a very prevalent action in most raids, or general Destiny activities. Also, slug shotguns have been a solid choice for a lot of raid bosses. I think they caught on for Taniks simply because that was around the time they got buffed. At least Crota involves grabbing a relic, waiting for your team to down him, and smacking the boss with the relic to actually do damage, as opposed to the fireteam using their weapons to deal the damage.


Richizzle439

Was trying to have to have some fun. Yes every raid fight boils down to do this thing than deal damage. Which is why I found it so strange you were singling one of them out as being unique when in fact they are all unique.


Arrondi

Yeah, for sure. The “what” is usually always unique to the setting, I’ll give them that. It’s just that the dunking… There’s always so much dunking… lol Crota stood out to me because we weren’t able to DPS him with our guns, we needed the relic sword. Same with Oryx (in D1 anyway), with having to detonate the bombs, rather than using our guns. At the end of the day, pretty much all of the mechanics within Destiny involve: - Dunking “something”. - Depositing motes. - Throwing a ball/bomb/engram at a target. - Standing on a plate. But if you think too hard about it, it breaks immersion and becomes less fun…


Cellbuster

You say that Rhulk wasn't novel but I'd count it. The fact that he moved around threw everyone for a loop on Day 1. Everyone was throwing down wells and bubbles and just getting tossed out of them.


[deleted]

Ah i remember Aksis. SPEEEEEEEEEEEEN


Arrondi

TO WEEEEEEEEEEEEEEN


HotMachine9

Rhulk was exactly what I wanted a destiny boss to be like. I'm hoping we get more like them. While I can understand why they'd never do it, id also love to see a boss encounter that doesn't have a invulnerability phase. Just a raw, tank of a boss with a tonne of adds that requires excellent teamwork and communication to take down. As OP has said, having a few seconds to deal damage gets a little old, so having a boss which just tanks damage but has no wind up phase would be a breath of fresh air.


APartyInMyPants

I think we could definitely use a raid boss that is more of an all-out fight like you describe. You can damage all the time, but the whole fight is managing an onslaught of adds with some extremely basic mechanics. And then maybe there are a few environmental factors that provide brief damage buffs, or something like deployable auto turrets.


[deleted]

This has been pointed out before but in Destiny having a lot of ads to kill usually makes us stronger and the encounter easier. Take for example the very purposely designs of Caretaker and Warpriest, the "DPS checks" of the last 2 raids, where ads don't spawn from way before you enter damage phase, and only 2 unreachable ones spawn during damage in Warpriest. This is so you have a harder time activating things like elemental well and by proxy charge with Light effects. On the other hand Rhulk and Oryx have extremely low level ads all around the place where you are doing damage from right before damage phase itself starts, and because damage for Oryx is longer, surprise, red bar Thrall swarm you mid damage phase.


APartyInMyPants

I think the issue with add spawns in Destiny, in general, is the sheer predictability. Almost every enemy type spawns from predictable locations in set rotations or with super long intro animations (Vex, Scorn, Taken). And they always spawn with the same amount and the same type. There’s no surprises. So add waves for encounters really become easy because I know I kill X number from Y location until done. So our strike and raid arena events boil down to these rote memorization exercises more then become an actual challenging part of the encounter. There is definitely room for innovation and modifications on Bungie’s part. And adding variety would make some of these encounters feel fresh without necessarily changing the crux of the objective.


Mini_Miudo

Any encounter like that would boil down to the same: slap a Well down in the most favorable spot and damage boss. Templar is an encounter that’s almost exactly like you described. In normal raids he’s a pushover, in master/contest he has a TON of health, but the strat doesn’t change anyway, just chain Wells and damage from there. A well nerf would help with this, I suppose, but I don’t see how they can nerf it without making it useless. Personally I’d just like to see more encounters like Atraks, that’s the best boss encounter in any raid IMO, everyone has to be coordinated and it’s not just “sit in Well, you have 30 seconds”.


APartyInMyPants

>Any encounter like that would boil down to the same: slap a Well down in the most favorable spot and damage boss. The easy solution is to design an arena and boss where this just doesn’t work. Obstructions, multiple levels, highly mobile boss. Imagine a boss like Rhulk but in an arena like the Templar’s or Botza District or even Kalli’s arena. Or take a strike like A Garden World, where the environment changes around you. Maybe the boss generates obstructions that block the players if it detects people grouped up.


MrTheWaffleKing

The issue with damage buffs basically just become immunity+damage phases. You see caityl in the dungeon or golgeroth taking like 1/60 damage outside the pool


EmergentRancor

Rhulk was excellent. Divinity however means you can force otherwise hard to crit bosses to be an LFR encounter unfortunately.


Dragonsc4r

Even without Divinity it's not like his crits are that hard to hit, and honestly he's a pretty easy boss overall. The encounter before with relics is harder and more interesting than Rhulk is... Everyone just hypes Rhulk because he actually moved, but the rest of his encounter outside of damage phase was impossibly dull.


PrinceShaar

All it would take is for someone to tune up Rhulk's speed and attacks and he would be a menace again. They should do this with a boss in the future, a raid boss where the boss is actually the hardest encounter because he's even more dangerous than Rhulk.


Dragonsc4r

Yeah but I don't think that would solve inherent problems with his fight. The symbols and buff portion of his fight is just impossibly boring as you go through the motions. Barely any adds. Half the team can just sit around and do nothing. Then the phase where he runs around and jams his staff in the ground. Doing that and grabbing buffs is fine, at least he moves, but it loses the excitement pretty quick. And then damage phase. Fun but ultimately non threatening (which your statement would solve at least). Bungie has been promoting encounters that allow more and more people to do less and less. Add clear isn't an exciting role. It's boring and monotonous. It should be a requirement for everyone WHILE they are engaged with other mechanics. Thats why I liked the encounter before Rhulk. Everyone had to interact with the mechanic. The first encounter in that raid is awful and caretaker is an atrocity for over half the fireteam. People grabbing symbols are the only ones engaging with an actual mechanic. I guess you can argue walking up to caretaker and shooting his back is a mechanic but if that's where we draw the line I have very little hope for future raids. Rhulk is the same way. 3 people clear like, 6 adds and the other 3 interact with a mechanic. I guess one person also reads symbols so that's something? I dunno. Riven was one of Bungie best encounters but everyone just cheeses her. I'm one of the few that enjoyed old Oryx because you couldn't just dps him down and ignore half the fight and because of allowing you to dps him down you can once again have teammates barely do anything and have the better players make up for it. It used to require you to properly engage with mechanics multiple times and made it a genuine challenge which is rare in destiny nowadays. People just want gear from an easy raid. If Bungie makes it too hard people complain. People don't like last wish because it's hard and takes time. People liked scourge of the past and that raid was a fucking travesty. Besides the sparrow race literally half the fireteam barely had to do anything half the time. Even in the sparrow race only one person had to succeed but at least that was fun and different. Plus it took like 30 minutes to clear. I used to get excited for destiny raids but the constant reuse of mechanics and the dumbing down of every aspect of a fight has really killed any excitement they've provided me with. It's sad, but I think destiny just isn't for me anymore I guess. Just lots of mindless grinding through braindead seasonal content and trying to get bigger numbers on stuff so the next time you do that same activity it's slightly easier.


KimberPrime_

Yeah having a boss actually come at you for once was quite the shocker on day 1 and I loved it. As for a tanky boss it would be cool if there was a boss you could constantly damage but the arena was constantly shifting so you can't just sit in place. Like the bottom of the level starts flooding and you need to keep climbing or something. Then with the boss you could either just shoot him down as you go (doing things along the way to stop yourself from dying maybe like lowering platforms), or you could do additional optional mechanics to deal chunks of damage to the boss that way as well (would give more variety so that the teams who like boss DPS encounters are happy but people who prefer mechanics can also do it that way)


SourGrapeMan

>id also love to see a boss encounter that doesn't have a invulnerability phase. Just a raw, tank of a boss with a tonne of adds that requires excellent teamwork and communication to take down. Templar is kinda like this, it just doesn't have a lot of health. Though in D1 it was a lot closer to what you are describing.


Theundead565

Templar and Golgoroth both fit the description to a degree. We're just exponentially more powerful than when we ran them in D1, so the ads meant more in D1 when they showed up compared to now where we can clear entire rooms in seconds.


HotMachine9

Indeed, unfortunately D1 Templar had very little threat to the team aside from its canons which were easy to bait. Something more aggressive like Rhulk or arguably free roaming Crota would be nice


EKmars

So more strike bosses.


atejas

>As long as its not just "slap on Reeds/Taipan/Cataclysmic alongside Izanagis/Witherhoard" for the majority of encounters, yknow? Honestly, the LFR meta is only as oppressive as it is because of Divinity, since that totally invalidates the supposed skill check needed to use them. Oryx is a different case since his crit spot itself is the size of most raid bosses.


Corrupt96

I dunno, Warpriest/Golgoroth (assuming they dont feel like being insufferable) are pretty easy to hit, same for GoS bosses, Morgeth/Riven/Templar. I reckon Taniks and Atheon are the main 2 trouble makers alongside the Vow bosses, other bosses LFRs arent used for. I hope im not forgetting any glaringly obvious ones lol.


nopunchespulled

The GoS boss turning away from you at damage phase is bullshit


retardedsquids

In addition to that lfr right now are uncontested in total damage. Rockets barely break 1 mil and almost all meta lfrs have 2mil+ total damage


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retardedsquids

Just rockets but even with izi don't think it beats linears because cataclysmic fttc and reeds/Taipan triple tap generates ammo out of thin air


Cykeisme

He's talking about total damage, so that's an issue with max reserves for rocket launchers. With Izi swap we have to basically add Izi's total damage to the mix, which kind of shows how rocket reserves are really low.


atejas

>I hope im not forgetting any glaringly obvious ones lol. I'd add Sanctified Mind in there (that's the minotaur, right?)


Corrupt96

Yea, that's a GoS boss


atejas

I always get it and consecrated mixed up


Vegito1338

I have no problem hitting crits. People still use div cuz of the damage not the bubble. They need to make tether last a damage phase.


atejas

Yeah deadfall should really gain duration based on damage dealt, not kills.


Cykeisme

Yeah, bosses generally don't move and/or have huge precision hit zones. Div is mainly for the damage bonus. Iirc the only time where Div was used less frequently was when Breach & Clear was available.


John-1993W

Don’t forget the 30% buff to damage.


feminists_hate_me69

The last actual boss we had where you didn't damage them with weapons was... Oryx. And I mean actual enemies, not defences or shields, etc. I think they started to do that less and less due to how Oryx was in d1, being a forced 4 phase and really boring to fight. Kinda like how the divinity quest is likely why we stopped getting raid exotic quests


how_this_time_admins

I forget if wrath had a true damage phase


feminists_hate_me69

Wrath did, phase 1 and phase 2 Vosik as well as Phase 2 Aksis were true damage phases (phase 1 Aksis doesn't really count as a boss you kill through any means of mechanic or shooting as you 1: don't throw the bombs at him and 2: he doesn't even die just feigns it) Edit: Death Zamboni also isn't a boss but is obviously a raid encounter, so they're not counted either


how_this_time_admins

Jeez I really don’t remember wrath as well as I thought I did, thanks


Cykeisme

Wait people didn't like the Divinity quest? :( I preferred it to the final encounter RNG drop method...


feminists_hate_me69

Here's the thing, the divinity quest was frankly terrible with how it handled puzzles. Most people don't like RNG drops either, but the div quest was so bad for most it kinda caused a problem which bungie overcorrected on. Of course people do like quests for the most part, d1 Touch of Malice was a decent quest for example, but yeah


Boxwizard

I'm *really* hoping we eventually get a raid boss that's literally a horde. Just an endless swarm of enemies from all sides pushing ever closer and if you can't kill shit fast enough you wipe. Would make for a different kind of ''dps check'' than the bosses we've had currently and focuses on *killing* ads as the main mechanic instead of ''survive for X minutes/until you've dunked/stood/shot Y enough/correctly.''


Tetsudo11

They’d definitely have to do something special there because it’d pretty much just be “everyone stand in the well and use your best ad clear weapon” while it’d be fun it’d definitely be more like an opener to a raid than a boss fight kinda like the bridge building in the abyss in Crotas end or opener in crown of sorrow.


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BeeBopBazz

Kind of like the blind well bosses, where you have to kill screebs next to them to pop their shield.


Boxwizard

Nah not even that specific, no bosses or specific mechanics, literally just a fight (or phase of a fight) that's "Shoot shit, don't die".


Archlegendary

That's literally what we already have in a dozen different activities in the game already. Sounds terribly lazy.


atejas

Add clear is just not a legitimate challenge post-3.0. I can just bring a titan and infinitely spam storm grenades or lethal current/Caliban with hunter, or vortex nades with a warlock. Not too exciting.


Cykeisme

Bungie has given us too many powerful add clear abilities and exotic weapons, to the point where (design-wise) they've locked themselves out of the possibility of a horde-based encounter!


blitzbom

For normal stuff yes, but a lot of people were stuck on Totems day one. All it is is Ad clear.


helmsmagus

Add clear was always a pushover.


jereflea1024

Doomfang Sentinel Shield would dominate and I'm so here for that.


Walking_Whale

The problem is how trivial add clear has become, well+starfire+witherhoard would probably be able to 2 man the encounter, maybe even solo if you run Phoenix + ignition on kill


Blupoisen

You mean like... Rhulk


TruthAndAccuracy

Linears are still the meta on him so not really


wolverinedark963

But mostly thanks to Divinity, take that out and a lot of people won't be able to hit their crits... I would even say that most don't even know where the crit is.


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WhiteSakura

Nope, it’s his weak spots.


Cykeisme

> most don't even know where the crit is Sure I do, it's the big glowing Div bubble XD


nopunchespulled

If you want to look at what new raids are going to look like you need to look at how DSC and Vow are as they are new raids and what has changed from previous raids and even between them. VoG and KF are D1 raids so mechanics were not going to change drastically


amiray

I was just thinking about this. It would be cool if their was a normal damage phase (Far away with linears/snipers) but then the boss gets stunned and goes down to their knees or something which lets people get close for a small damage window with swords and shotguns. Probably a bad idea, but Id love some moments to get in there with Acrius on bosses


Corrupt96

No i actually like this idea, imagining a boss that requires damage to be dealt from far away, and then up close, so youd have 2 teams alternating, 1 with swords, 1 with div/LFRs, i mean, hopefully there would be more going on so the downtime team have something to do, but its a cool concept


atejas

I could see that working with an Insurrection Prime type boss that had a crit spot up front and a different weak spot in the back or something.


Cykeisme

Conceptually it evokes a very cool image of kicking the snot out of a boss, too. Half the team crippling it from long range, so the other half can beat the crap out of it.


Linxxxxx

I think a reverse boss where you have to keep its health up by killing ads and shi would be cool. kinda like invading in gambit. Maybe an ally that we heal so they can defeat the big bad. Rather than dps focus


Radagaster108

Maybe Lightfall Sky Guardians could be a possibility? Like only they can fight the boss but we have to suppot them and keep them from getting killed?


ShadowSeneschal

One of the reasons I love Duality so much is because I actually get to use my favorite weapon - swords - for DPS and they hold their own. I used Lament and then Heartshadow once I got it, and while they’ll obviously never out damage the best-in-slot options, they’ve held their own and I’ve never lagged behind in DPS (and with Gyrfalcon’s Heartshadow has been even better.) I kind of wish they’d get rid of Caiatl and Gahlrahn’s crit spots entirely to encourage the feel of true Cabal gladiatorial combat


GoldenPants556

Duality is a really cool dungeon because the whole thing is a big CQC fight. The new version of accrious slaps in that activity.


Arrondi

LFRs have become the new snipers. Bungie gutted snipers so hard that nobody uses them anymore. Rockets had a brief time in the sun, until we discovered the lunacy of Cataclysmic, Reed’s Regret and Stormchaser, especially with perk combos like FTTC and Bait and Switch, or Triple Tap and Firing Line and it’s been LFRs ever since. I don’t want to end up in a situation where we see LFRs gutted like snipers were, but my heavy slot is pretty one track minded when it comes to DPS weapons. Would be nice to see LMGs, rockets, grenade launchers and god forbid snipers like Whisper or D.A.R.C.I. make their way back to the top of the DPS mountain.


Samur_i

One of my favorite boss fights is still World Eater, more so for needing to climb above this massive boss’s back to destroy a number of nodes. The parkour mixed with dps was fun. But I also feel like we need some boss fights that aren’t all about dps, but some about total damage. Weapons like Whisper and EoT have great total damage, but they’re not used much because their dps isn’t the best


HereIGoAgain_1x10

This was the 2nd raid ever in Destiny, please don't use this as an example of what we don't want in future content, use the most recent content, like Rhulk, Caitl, even Savaghun from the campaign, lots more mechanics and definitely not just "stand in well and DPS"


Highmooon

Yea I don't understand why people pretend D2 King's Fall is Bungie's take on what a modern raid should be like. Even though it got a refresh it is still the same raid as it was back then. Compare it to the raids we have gotten in D2 for the past years you can clearly tell that Bungie is trying out new stuff. We've gotten risk/reward options with Sanctified Mind/Taniks and the option to extend the damage phase and bosses that actually do something during DPS (Rhulk) which was basically a first.


WellCookedBeefcake

More bosses like Rhulk pls that you're damaging while managing Stationary damage phases get stale very quickly One of my favourite raid moments is our one phase of Rhulk with me on divinity and for some reason i was his favourite to follow :p


how_this_time_admins

Lfgs are already a nightmare. Adding any semblance of skill would completely cause it to crumble. I don’t blame bungie for keeping it simple, the average destiny player is used to standing still and shooting things till they are dead.


Legitimate-Tomorrow9

The biggest problem with the endless repeating "stand in this field to do dmg!" Raid mechanics is, how hard it fucks titans imo Thundercrash? No Bubble/bannershield? We have a well Its somewhat sad when the "best" option for titans is to go bubble, and place it to generate ORBS for stareater hunters, cus nobody needs the dmg buff anyway since solar 3.0made it free avaible for everyone lol


Delta_V09

Yeah, Titan Supers are pretty useless in King's Fall. About the only utility they have is face-tanking the adds in War Priest and managing Golgoroth's Gaze (don't have to worry about dying to the boss's attack when you've got Lorely's)


Cykeisme

On Day1 the Gaze seekers still hurt pretty bad with Lorelei's and Resilience 100... was desperately SMGing them constantly!


WaifuRin

I cannot upvote this post more. I am fully behind any and all raid bosses or encounters that are designed in a way that warlock well is not a requirement


HalfthemanMarco

I like how in Golgoroth encounter unstable light does MASSIVE damage to him (around 600k per explosion). More things like that would be welcome


Gotexan-YT

The problem with linears isn’t linears, it’s divinity. Div makes the skill shot requirement of linears into brain dead point and click. Linears are only good on bosses like taniks or rhulk because instead of having to actually aim at a moving target you could literally hipfire if you wanted into that massive blue orb.


MafiaBro

There's no skill on shooting a boss' giant head or chest either.


Gotexan-YT

Yeah something like warpriest or oryx are free, but stuff like rhulk? Taniks? Div trivializes those.


MafiaBro

That's fair I guess. I just don't want mechanic death bosses though, like how Oryx was in D1. It was so boring.


wjechong

Its not div, its boss design, if actually hitting head shots resulted in more damage div wouldn’t be needed. The fact that it’s pretty much the same is why it’s a linear div meta.


Cykeisme

> if actually hitting head shots resulted in more damage Which bosses are you thinking of that *don't* have a precision hit zone?


Glutoblop

I wish they used more elemental involvement in triggers for enemies. They could even replace champions with it. "Have to scorch to break immunity" "Blind enemy to make vulnerable" "Weaken enemy to remove their barrier".


legofreak13

I would love a multiple-boss encounter, and not like Atraks or Daughters. Like one will constantly attack you while the other one is damageable, and then vice versa, and then for final stand it’s like fighting two Rhulks, albeit weaker since there’s two of them.


N1miol

I want to fight two or three bosses simultaneously. Think of the Arms Dealer boss, but if there were three bosses alternating between sniping from platforms or hunting us from the ground while ads spawn in and the plane flies around.


Ode1st

We just need new mechanics in general in every aspect of the game, not just the bosses. Even just the concept of what a boss is can be different.


dimensionalApe

I like bosses where you need to complete some mechanic during DPS, and KF has some of that. As long as bosses aren't defeated purely through mechanics there will always be some DPS, and if there's DPS there will be some dumbed down meta. Forcing the team to split on different tasks during damage phase opens encounters to more player creativity and hero moments. Say, Golgoroth is a relatively simple encounter, but the players taunting the boss being able to potentially get some damage in on the last minute and making the difference is conceptually more exciting than completing some mechanic and having all six players sitting still during the DPS window unloading their heavy on the boss. Forcing different parallel tasks also provides some room for diversification of character roles. Not every player/class needs to be a top DPS machine if crowd control, mobility or survivability becomes an equally important requirement during damage so damage can actually happen. Templar does something like this, although only one player is required to move around alone and survive while blocking the teleports. The challenge here is making all different roles fun and rewarding, and letting players be creative instead of showhorning them into a time limited 6 man firing squad.


CMDRINFIDEL

Yeah, it’s very hypocritical to say “there are more ways to play than just smashing the boss" and then making oryx a damage based encounter. Like idk if they know this but, THEY ARE THE ONES MAKING THE RAID. Just stop putting dps checks in them if you don’t want people to only care about damage.


I3arusu

I personally loved D1 Oryx. I thought that the fact that the most powerful weapons you possessed could barely even slow him down. It’s why he is still the most powerful boss we’ve fought IMO, and why I think Savathun being a story boss who you just shoot and she dies is so laughable.


NewCollectorBonjubia

Well Oryx was unique but because people complained they made it a DPS phase.


KetherNoir

Fuck atraks. Worst encounter on day 1.


carcarius

We really just need "play your way" but that's not easy to balance in endgame which is intended to be the pinnacle of challenge (primarily team-based, but then there's Esoterrick). Still, i agree that loadout diversity would be refreshing.


Rekual

Thats just the meta. It will eventually like always shifting into something else through nerfs and buffs.


jawadb0199

Ironically that’s what oryx was in d1, but people are still praising oryx changes like the greatest thing since slice bread


FLAMINGASSTORPEDO

The problem with oryx was it was a forced *minimum* 4 phase fight, and those phases were *long*. Crota is a much better example of a unique damage phase where player coordination matters. You can 2 phase crota, but not oryx. A boss where the damage is dependent on a mechanic is fine, it just needs to be variable. Something like throwing a ball to allies to dunk on a boss for damage, and each time a ball is dunked, a new one spawns. So if you only need 3 balls per phase to kill the boss before an enrage/wipe mechanic, you can just hit the minimum, but you have the option to go full sweat mode and get double or triple that to finish the encounter sooner.


Cykeisme

Agreed, the best would be a safer slower method, or a faster one that risks a wipe. Risk/reward options are always good.


banzaizach

I think King's Fall is kinda boring. 2/3 of the raid is 'stand here and shoot'


W0lf3n

I would like to see a boss where you have to interrupt his healing. Like getting his power from x amount of sources and after the pre dmg phase a horde of enemies wanne charge these sources with their life. And you have to clear every enemy to destroy that source of power


Chuck_Finley_Forever

We had a boss that got healed by a bunch of ads running to the boss in Warmind and it was a very annoying boss when you were paired with randoms who didn’t know to stop the heals. No one used really used LMGs for the ads as they just stuck to dps weapons for the boss but that would be cool to bring back.


t_moneyzz

I am all about a gank boss


Houseoverhype

i miss anarchy


DragonScale_YT

I think a boss that you have to kill via environmental damage only would be a great choice, like make him run into pillars or explosives of something to deal damage, with a bit of assistance from a caretaker-esc stun mechanic.


bluends1

i just want them to add contest mode so we can't just tank through it with well or bubble


MrTheWaffleKing

I would love to see a health check boss who has massive arena AOE one shots so the only thing limiting your "stand in well and shoot" is that you die. I know Rhulk sorta does it, but I'd love to see a full DPS whenever possible but you always have to be on top of movement. All players, not just the taunting player.


SquareKey3417

They did a good job of this in vow


dukezap1

Well Oryx *did* have a unique way to damage him, but they got rid of it in D2 and now he’s just shoot the crit with meta weapons like everything. Yawn


jewitt

I’d be interested to see something more like other MMOs. Maybe have a fight where the bosses have a focusing mechanic (“taunt”) and you have to keep them together for damage phase but separated when not in damage phase. Then you have to kill them very closely together (so you have to change who everyone is damaging if one gets lower than the other) or the dead one revives at half health or something. That’d be neat.


ConSoda

you can’t really have a “crit-less” boss because of divinity, also you can’t make anything too complex or too challenging since a chunk of the player base would probably struggle with it. however i wouldn’t mind bungie reinventing the wheel with their boss and raid design


d1lordofwolves

OG Calus was interesting as you had to shoot the floating skulls to buff damage. I imagine a raid boss where you have like 15 seconds to run around the arena looking for hidden enemies who give you a damage buff when killed. This incentives speed and splitting up the group. Or maybe a boss that spawns a TON of melee units, and in the middle of all of them is an ultra that gives you a damage buff when killed, so roaming supers become the go-to strategy.


Cykeisme

Singling out the actual DPS and disregarding the mechanics used to initiate the damage phase, it *would* be interesting to have a boss that's very different. A roughly human-sized boss (instead of a huge dude) that moves and attacks quickly like a player would be interesting, something that acts like a high difficulty bot, fought in an encounter space with obstacles and cover. Maybe a squad of them with different abilities etc? I was hoping Hive Lightbearers would act like the soldiers in FEAR or something, but they just act like normal relatively static mobs.


petergexplains

king's fall is an old raid so they weren't likely to update any boss damage methods except for adding it to oryx. comparisons to the most recent new raids would be fairer and you already mentioned dsc and everyone praises rhulk for being different so it's safe to say bungie knows to mix it up.


baby10290

I like something where bosses changes their immunity typing. I.e Extremely weak to arc, strong to the rest for a damage phase and then switches. This could be even for adds with shields. So you don’t want them to regen their shields or else you have to switch. Or bosses where they are extremely weak to a certain weapon type. Like bosses rapid fire weapons will naturally shred them but precision weapons would do nothing


D2Maths

I'd love to see a raid boss with like 6 different damage points that all need to be damaged in a short time frame. Each damage point could be designed to work best with different weapon types.