3 ms·
Reading this article made me think of many of the boss encounters in the first Destiny. Levels were usually a long, multi part corridor for the first half and a
by dexwiz 7y ago
Reading this article made me think of many of the boss encounters in the first Destiny. Levels were usually a long, multi part corridor for the first half and a bullet sponge boss at the end. Many of the boss arenas were poorly designed with so many spawn points that most cover was nearly ineffective. So the optimal game play was to stand in the entry way, funnel trash mobs into the entry and kill them, go out and shot the boss for a bit until the next wave of trash spawned, retreat to the entrance and repeat. They did get better with design and started dropping you into arenas to remove the doorway.
I think the designers did fill the arenas with these mechanics to make them interesting. But so many of the main objectives included a bullet sponge enemy, that while you were addressing the objective new trash mobs would spawn in unpredictable places, and usually more than one wave would spawn during the objective. This made most of the cover feel worthless. Instead it was just as viable to fly around with you jet pack or super jump, keep moving, and hope to dodge random enemy fire.