Promethians were not fun to fight in 4 or 5 they were an annoyance. And the only tactic is dumping rounds into them. And the knights that teleport and than stab you those can screw off, and watchers that revive them. It’s one example of why they were not fun. Pls only let us fight banished and flood. I’d take flood any day over teleporting bullet sponges.
I’d be fine with Prometheans returning, provided they were rebalanced. They weren’t quite as annoying in Halo 5, but they were still too bullet-spongey and not that fun to fight against. Even just reworking Watchers to be less mobile and less resilient would be a major improvement (maybe a very weak shield (think Sentinels) with a visible weak point to shoot for an instant kill). Knights are WAY better in 5 than in 4, but the fact that they’re basically Hunter knockoffs in Halo 5 is pretty lame. Soldiers and Crawlers are OK, though they might be a little too durable for the agility they possess.
I think they are here to stay.
Can anyone explain why they are hostile to reclaimers btw? You know, humanity was supposed to inherit the mantle so why are the soldiers of Forerunners attacking us and all other non-flood species?
> 2533274892901745;2:
> I’d be fine with Prometheans returning, provided they were rebalanced. They weren’t quite as annoying in Halo 5, but they were still too bullet-spongey and not that fun to fight against. Even just reworking Watchers to be less mobile and less resilient would be a major improvement (maybe a very weak shield (think Sentinels) with a visible weak point to shoot for an instant kill). Knights are WAY better in 5 than in 4, but the fact that they’re basically Hunter knockoffs in Halo 5 is pretty lame. Soldiers and Crawlers are OK, though they might be a little too durable for the agility they possess.
They need to have a weak spot like h1 hunters did. If they can cheat teleport you can one shot them if you aim right.
That’s a pretty tall order you’re asking considering the Created took over Controlled Space. But considering how unpredictable things are in the Halo Universe, anything is possiible.
> 2533274818084099;3:
> I think they are here to stay.
>
> Can anyone explain why they are hostile to reclaimers btw? You know, humanity was supposed to inherit the mantle so why are the soldiers of Forerunners attacking us and all other non-flood species?
Because 343 needed to make a new enemy to cal their own design
> 2533274870308953;5:
> That’s a pretty tall order you’re asking considering the Created took over Controlled Space. But considering how unpredictable things are in the Halo Universe, anything is possiible.
I havnt talked to a single person in game or online that likes fighting them. They are bullet sponges. Elites you can counter by noob comboing shields than using a carbine or BR. Promethians are shoot more bullets
> 2535426861750294;7:
> > 2533274870308953;5:
> > That’s a pretty tall order you’re asking considering the Created took over Controlled Space. But considering how unpredictable things are in the Halo Universe, anything is possiible.
>
> I havnt talked to a single person in game or online that likes fighting them. They are bullet sponges. Elites you can counter by noob comboing shields than using a carbine or BR. Promethians are shoot more bullets
Never said I liked fighting them. Although I do like the diversity in enemies that they bring personally. It’s not the traditional alien factions we were use to fighting in previous Halo titles before Halo 4.
I fully expect Prometheans to be in the game, it’s going to focus on Cortana after all (at least I’m pretty sure it will). I hope they get a visual and gameplay overhaul.
If the Prometheans are absent from the game, I’ll be extremely disappointed in 343’s ability to craft a narrative and how they respond to feedback. Mechanically, I find them a more interesting enemy to fight than the Flood, as in Halo CE and Halo 2 the Flood were extremely limited to enemy units and had basically 2 tactics. I get some people find them annoying to fight but the answer is not to get rid of them entirely.
Also, one-shot weakpoints like on the Hunters in CE was obviously not something Bungie liked since they removed that in Halo 2 and onwards. Also also, Knights in Halo 5 do have weakpoints. I think Prometheans can be redesigned to be “fun” to fight, but most of the feedback I read on fighting Prometheans condemns their abilities for essentially being too good.
> 2533274818084099;3:
> Can anyone explain why they are hostile to reclaimers btw? You know, humanity was supposed to inherit the mantle so why are the soldiers of Forerunners attacking us and all other non-flood species?
When Chief originally encounters then in H4, they’re in guard mode and are likely hostile towards anything that could potentially release the Didact.
After the Didact regains control of them, they follow his orders (and remember he hates humanity and doesn’t think they deserve to be Reclaimers).
Once the Didact is defeated, control over the Prometheans transfers to Jul 'Mdama (who also hated humanity).
Finally, when Cortana is controlling them, she doesn’t hate humanity but is willing to sacrifice lives to get what she wants, and so she likely authorized the Prometheans to kill any humans who get in her way.
> 2533274818084099;3:
> I think they are here to stay.
>
> Can anyone explain why they are hostile to reclaimers btw? You know, humanity was supposed to inherit the mantle so why are the soldiers of Forerunners attacking us and all other non-flood species?
In Halo 4: The Prometheans were under control of the Didact, who had a long history of human-hatred and as such wanted to end the species.
In Halo 5: A corrupted Cortana has stabilised within the Domain, and seeks to enforce peace in the galaxy by whipping all warring factions in line. Fun fact: she’s not attacking the Grunts as they willingly gave up their autonomy, and now they’re having the time of their lives.
> 2535426861750294;7:
> > 2533274870308953;5:
> > That’s a pretty tall order you’re asking considering the Created took over Controlled Space. But considering how unpredictable things are in the Halo Universe, anything is possiible.
>
> I havnt talked to a single person in game or online that likes fighting them. They are bullet sponges. Elites you can counter by noob comboing shields than using a carbine or BR. Promethians are shoot more bullets
While I agree that their sponginess is an issue, the Knights in Halo 5 were definitely a step in the right direction. More of those kind of weaknesses should be introduced across the Promethean faction. Like someone else suggested on another thread (can’t recall the name, sorry), allow us to shoot off their limbs, and let them improvise based off what they lost. For example, a Knight losing its leg might replace it with one of those tiny arms it has, giving it a severe penalty with regards to movement.
Leave the noob combo at the Covenant/Banished, and hopefully we’ll get some interesting mechanics for the other factions.
> 2533274817408735;10:
> If the Prometheans are absent from the game, I’ll be extremely disappointed in 343’s ability to craft a narrative and how they respond to feedback. Mechanically, I find them a more interesting enemy to fight than the Flood, as in Halo CE and Halo 2 the Flood were extremely limited to enemy units and had basically 2 tactics. I get some people find them annoying to fight but the answer is not to get rid of them entirely.
> Also, one-shot weakpoints like on the Hunters in CE was obviously not something Bungie liked since they removed that in Halo 2 and onwards. Also also, Knights in Halo 5 do have weakpoints. I think Prometheans can be redesigned to be “fun” to fight, but most of the feedback I read on fighting Prometheans condemns their abilities for essentially being too good.
>
>
> > 2533274818084099;3:
> > Can anyone explain why they are hostile to reclaimers btw? You know, humanity was supposed to inherit the mantle so why are the soldiers of Forerunners attacking us and all other non-flood species?
>
> When Chief originally encounters then in H4, they’re in guard mode and are likely hostile towards anything that could potentially release the Didact.
> After the Didact regains control of them, they follow his orders (and remember he hates humanity and doesn’t think they deserve to be Reclaimers).
> Once the Didact is defeated, control over the Prometheans transfers to Jul 'Mdama (who also hated humanity).
> Finally, when Cortana is controlling them, she doesn’t hate humanity but is willing to sacrifice lives to get what she wants, and so she likely authorized the Prometheans to kill any humans who get in her way.
THIS! The flood are a complete annoyance to fight and I see no one complaining about. The Prometheans have their pros and cons that can be balanced, but for me they offer a real challenge with puzzles that are miles ahead of what they were in Halo 4. Removing them for no reason or the argument that they are completely different from fighting an Elite or a Hunter don’t make any sense to me.
I may not be a fan of Prometheans but I think there going to be here for a while so I hope there toned down, not spammed like they have been in 4,5 and hopefully not bullet sponges again. I also think they need to stop teleporting so much.
> 2533274817408735;10:
> > 2533274818084099;3:
> > Can anyone explain why they are hostile to reclaimers btw? You know, humanity was supposed to inherit the mantle so why are the soldiers of Forerunners attacking us and all other non-flood species?
>
> When Chief originally encounters then in H4, they’re in guard mode and are likely hostile towards anything that could potentially release the Didact.
> After the Didact regains control of them, they follow his orders (and remember he hates humanity and doesn’t think they deserve to be Reclaimers).
> Once the Didact is defeated, control over the Prometheans transfers to Jul 'Mdama (who also hated humanity).
> Finally, when Cortana is controlling them, she doesn’t hate humanity but is willing to sacrifice lives to get what she wants, and so she likely authorized the Prometheans to kill any humans who get in her way.
Imagine super-soldiers created by the most advanced civilization in the universe submitting to the will of some random Humanity-hating alien boi.
I’d prefer them to be phased out instead of instantly dropped. Wouldn’t make a lot of sense for the story.
Although, as I play through Spartan Ops (ugh) on MCC, I remember how much I just hated fighting the annoying bullet sponges that Knights are, especially groups of 3 or more on Legendary.
I think they could be changed into bullet sponges similar to the way hunters are. Forget knocking off armor. Just add a few weak spots. I just dislike the quantity of forerunners. If they could make encounters fewer but harder, that would be cool.
> 2533274818084099;15:
> Imagine super-soldiers created by the most advanced civilization in the universe submitting to the will of some random Humanity-hating alien boi.
It’s because Didact gave Jul some authority over them. Weird, I know, since he literally called Elites “lesser creatures”, but at some point off screen, Didact and Jul have a powwow and agree to work together.
> 2533274850493408;16:
> Although, as I play through Spartan Ops (ugh) on MCC, I remember how much I just hated fighting the annoying bullet sponges that Knights are, especially groups of 3 or more on Legendary.
Spartan Ops was balanced differently from the main campaign of H4, since you had infinite lives and it was designed around 4 player co-op, the Knights had ridiculous health an accuracy compared to the main campaign. Spartan Ops definitely was an exercise in frustration, much moreso than the campaign.
I am ok with Prometheans. As long as they tone down the warden fights if they have them.
I think the main issue with the Prometheans is, unlike other enemies, they don’t really react to the player’s attacks. Most Covenant would flinch if you hit them where it hurt, or the smaller ones would panic if you put down their leaders. While Crawlers do flinch, and Watchers will flee if you focus fire on them, the Soldiers and Knights don’t. They’ll just stand there and tank damage. They’re essentially walking sentry guns with the obnoxious ability to teleport.
They’d be more fun to fight if firstly, they had less HP. Except for maybe Knights, you should be able to count the number of shots to kill an enemy, not number of clips. And they should react to our shots forcefully dismantling them. A flinch, a wince, a quiver, anything to show that they’re taking damage. Otherwise it feels like we’re shooting a wall.
As for their teleporting habit, I think it should be made into a risk and reward mechanic. When a Solider teleports away, that’s a dead stop to the action. You’re unloading a storm of lead into an enemy annnnnd they’re gone. You didn’t kill them, they just buzzed off somewhere else. Where’s the fun in that? Instead of them turning into invulnerable mist, what if they had an orange orb of a weakpoint that became exposed while teleporting? It could be small, zippy, and tricky to hit, but you’d deal heavy damage to them if you manage to hit it. And maybe this weakpoint could be especially vulnerable to Promethean weapons, as a way to encourage players to use them? It would be much like how the Covenant’s plasma weapons are highly effective against their own energy shields.
This same mechanic could be applied to Knights too, when they use their teleporting attack. It would be like a fast-paced bull charge, with the player as a matador. Just before the Knight comes out and swings their lance at you, you can blast their weak spot if you time it right. And maybe you could disrupt their attack if you hit them hard enough. Bonus points if you pull it off with an Energy Sword. Olé!