Original Post — Direct link
In a lot of ways, this game can get better by subtraction rather than addition. I just finished the Zoo for the fifty-something-th time and there were a few things that made it worse. (Not the invaded Zoo, that mission is absolute trash).

1. Cars/blades that climb - I'm not talking about stairs here, but full on climb obstacles, up and down. We've all seen it, we all know it exists. If you want an example, go fight the outcasts for any length of time and you'll see it. I understand how it happened, the conversation went something like this, "Hey, let's add remote control cars". "Those really aren't that useful in an urban environment" "Make them climb things" "Isn't that a bit unfair to the players?" "Screw them".

2. "Immune" - and I'll quote DeadPool here. "That's just lazy writing" Can someone please explain to me how Emmeline Shaw, a civilian not wearing any armor, is "immune" to 40 rounds of 5.56mm travelling at 3300 ft/sec? Again, just a giant middle finger to the players. "Our mission is more important than your enjoyment" - Massive. By the way, just do laps around the enclosure, the AI sucks and has trouble navigating the terrain and you can easily put distance between you while waiting for her "immunity" to wear off.

The Division is not unique in this. Modern game design seems to confuse screwing over the players with difficulty level. There are probably a hundred more examples of this but these are some of the worst. Any better examples from D2?
over 3 years ago - Ubi-RealDude - Direct link
Originally Posted by III_Hammer_III
Take boss immunity, for example. Within the context of The Division's world, why and how does a boss become immune tp everything but my toon can't?
You can briefly become immune as a player with Vanguard.

There's definitely something that can feel weird when you're shooting into an enemy that looks just like you but bullets just bounce off. Tough dagrommit makes a good point that it serves a purpose for changing the gameplay as well. What other type of enemy behavior would similarly force re-prioritizing your targets, or require CC on a special big-bad for each of you without crossing the line that 'Immunity' seems to?