I've already made my comment on 'bullet sponges' which is that all bosses in every game in the history of gaming are 'bullet sponges'. High HP is what makes a big bad boss into a big bad boss. And the ironic part is his/her first complaint was about the mech grunt, which leaps large distances, has both a single enemy attack as well as a multi enemy attack, targets enemies with high damage output, and has a unique emp effect when vehicles try to get splatter damage. Please do enrich the gaming community on what your vision of an exciting, non bullet sponge, boss would be like. Because as far as I can see, the mech grunt is actually one of the most intuitive bosses the halo franchise has ever seen.
This is such an attention grab thread it's not even funny. Congrats you've attracted the likes of the 40 some people that are still pissy that they can't adapt to sprint and hate on everything. Oh you haven't hit 40 yet? You must not be whining hard enough yet.Instead of acting like an arrogant imbecile, how about you start discussing what you disagree with from the OP? You also seem to think that just because other games adopt the same mechanics for a particular part of a game, that it isn't okay to criticize how that is a flawed game design.
Oh the bosses are damage sponges? Guess what, every 'boss' in the history of gaming is a damage sponge. Let me lay out the blueprint for you, a difficult boss in gaming is one that has high damage output and a ridiculous amount of hp. It's a -Yoinking!- shooter, what else do you expect from a boss in a game that's centered around shooting a firearm? Did you expect riddles and sidequests?
So pathetic to see a 343 apologist that can't even type 2 sentences before they already attack other people's opinions that have been thoroughly explained before in this forum.
No, it isn't. I will tell you right now, that the bosses that go down in history as memorable and GOOD don't just rely on a -Yoink- ton of hit points and high damage output damage output and hordes of ridiculously souped up fodder enemies that can take multiple tank shells to the face. They have patterns. The have audio and visual feedback. A lot of good bosses require a handful of hits in specific periods of vulnerability. They require meaningful strategy besides having 8 people grab the biggest, dumbest guns they can REQ in, holding down the fire button and occasionally dipping behind cover. You are trivializing good boss design in order to defend the indefensible fact that this is obviously what 343's PvE designers think a boss is. No matter how much you say "bosses are supposed to be boring bullet sponges," it won't suddenly become true. I agree that the Grunt Goblin is one of the most interesting "bosses" that Halo has ever seen. And that is for one simple reason: because most Halo bosses have been COMPLETE AND UTTER GARBAGE. In H2, Bungie experimented with exactly the nonsense 343 has done in H5 and it failed, which is why none of it is anywhere in H3. We have already learned this lesson, but apparently 343 was not paying attention, so they reinvented the wheel and brought us more terrible bosses before improving a bit with the Goblin.
And you want an example of an interesting boss? I can't believe I need to say this, but... THE SCARAB. You know, from those Halo games that Bungie company used to make? You know, that awesome, giant, menacing enemy that completely changed the flow of the battle field and required specific tactics to defeat quickly? If Warzone had a Scarab, you would just have your entire team setting Scorpions behind rocks a mile a way and jamming on the right trigger for 4 minutes and that would be the boss. And you would be defending that as what "all bosses in every game in the history of gaming are."