Talk:Exploiter Orb/@comment-117.58.247.226-20190317003335/@comment-2603:9001:1A08:1800:F4AF:1D14:4805:6171-20190318134926

Definitely have to admit its refreshing when the following things are not involved and a fight is more mechanic driven:

1. Less involvement of adds, having fights more centered around say, your group vs a dangerous foe feels like it gives more room to focus on taking them on especially when you have to make use of elements outside of shoot X part till it breaks or stuck spending more time clearing up the adds that keep chipping your health even when you have 80% or more dmg reduction and grace up and the mobs are still chewing your health you need to pop a heal measure.

2. Mechanics that rely less on the element of your gun and ways to handle a foe in a new way from usual. Having to use specific elements to damage the profit taker orb was a nice change of pace, but it became frustrating when combined with the damage harass that only a heavily setup Chroma with likely no lag present or a Inaros to survive, hence why i will enjoy once Exploiter comes to console, because chucking canisters to expose weak points certainly beats having to rotate a boss`s shields every 5~8 seconds, because its not one of your `strong` elements your setup of around 6 or so elements between guns is not covered. Obviously elemental damage bonuses are a thing, but i still would prefer a fight maybe going as far to have mechanics to make a boss more exposed to taking loads of damage, then just being mandatory to even dish out damage (though with more difficulty if you dont take advantage of mechanics).

Anyway though it would be nice if we had fights that maybe changed things up a bit, such as chasing boss on a k-drive or archwing and then fight them in a temp arena & rinse and repeat might be cool, one can only dream for when D.E. gets around to introducing more simple bosses that have a interesting gimmick to them to make them stand out, then just how Eidolons and Profit taker has been handled.~