I am writing this because I feel like guardian takedown is a huge letdown that could have been something pretty great, even keeping most aspects of the raid. I also writing this hoping it won’t fall on deaf ears. I’m writing this from a mayhem 10 perspective.
- Enemies have too much health. This goes without saying and has been said countless of times. Gearbox seems to have a health sponge boner. Content is enjoyable if stuff die in a reasonable amount of time. I have high end gear and I can barely kill enemies with 95% of my guns. I need to constantly use my best gun in order to be able to progress. I believe gearbox doesn’t understand how meta works in video games, if that’s what they were after. Most builds should in fact be able to complete any given content. The meta builds should do it faster, not being the only builds that can complete it.
- There aren’t enough checkpoints. For a raid that has a lot of platform jumps, having more checkpoints would reduce player frustration significantly. There’s no reason not to put a checkpoint before each major platform jump (especially before the platform crystals phase) because you’re basically forced to run through trash again. That poses no real challenge, it’s just a time sink and considering how tanky the enemies are, a miserable one at that. I can’t stress enough how important checkpoints are. There’s a portion after the second crystal phase (platform crystals) where you fight on a very small patch of land. Getting knockbacked here is extremely easy and if you’re playing zane, it’s even more difficult not to fall down and die since you need to be mobile to deal decent damage. If you die here, you need to complete the platform crystals phase again. This is where I just put down the takedown because I feel it’s too trial and error for me.
- Platform crystals are too hard for solo play. Personally, I thought I was done with the harder part of the raid when I finally managed to kill the first boss, but the platform crystals are virtually impossible for a single person. There’s already a difficulty delimitation between playing solo and in party and it’s called true takedown mode. Whoever wants to play the raid on a harder difficulty can always do that. Besides too many enemies spawning in this phase, it’s extremely easy to get knocked off, erasing a good chunk of your progress.
- Jump pads at first boss should be permanently active. I died twice walking in the direction of where a jump pad should be just for it to be disabled right before I reach it, making me fall into the water and resetting the entire raid progress. It makes no sense that those aren’t permanently active. The boss himself is already extremely trivial and will barely scratch you outside of his death bubbles. Getting away from him isn’t a big deal.
- First boss generates too many bubbles in last phase. I’ve only defeated him once and I almost died because I had no platform to run to because all were covered with bubbles. It was mostly luck that I found an enemy to get up on.
- Garbage takedown gear. This is an universal problem since first takedown also has pretty bad rewards, but slightly better overall in my opinion.
- (edited) Last boss can teleport you under map and you die. Other than playtesting this, this could be implemented in a million different ways to avoid falling down. I’m not even talking about jumping/moving before getting teleported. No, I’m talking about getting teleported right under the map while standing still. Shame.
I don’t really understand the design decision behind making this takedown harder than the first one. What’s the reasoning behind that? They’re both raids, right? They should both be equal in difficulty. At the very least, enemies should have similar health pools. At the moment, enemies have way too much health in the guardian takedown. It makes it an unnecessary chore.
All in all, I could have enjoyed this takedown, even being a bit more difficult than it is supposed to be, but the platform crystals making solo play almost impossible is pretty disheartening. I managed to complete them once, but dying by falling down past that point is extremely common and then you’re forced to complete the crystal again. It’s extremely trial and error, something I religiously despise in video games.