Talk:Profit-Taker Orb/@comment-162.255.57.251-20190202193012

This is one of the better boss fights that DE has designed, but in my opinion there's just too much going on, at least for console players who don't have any reliable way to communicate with each other (and maybe this is for everyone, but there can be huge lag switching weapons and switching to star kid, both of which are especially necessary in this fight). Maybe if they cut down the adds to about 1/2 or 1/4 of what it is now it wouldn't feel like such chaos.

Because there's so much damage flying around from every direction, it's particularly difficult to play as a non-tank frame, which is disappointing because it leaves out so many frames. I really hope they can address the late game's overall balance issue where tanky frames just seem to be the choice to make for difficult combat, since defensive frames can get offense from guns, but glass cannons can't get more defense and typically don't add enough DPS to make their fragility worth it, and many control/CC mechanics just don't work on bosses and other enemies (especially Nullifiers).

And as expected, the usual random group composition for this fight is Chroma x4. I hope DE can do some kind of balance pass that encourages players to use a wider variety of frames in higher end content.

Anyway, I've got criticisms, but I really like the fight overall. I feel like DE got really close with this one, and I'm guessing that it works near-perfectly on the PC, which is what it was initially designed for.