Now I understand the desire for bosses to be challenging. These health bars do not make them challenging. Having to 10+ phase a boss for a solo flawless completion, taking over an hour to defeat a single boss even though you're executing perfectly is incredibly dull.
I understand balancing around well. Please, instead of balancing around well of radiance, I (And all warlocks relegated to well in their raid teams) beg of you to just nerf/rework well instead. Seriously, both Ghost of the Deep and now the new dungeon feel pointless to even attempt solo as I know a single failure wont just set me back an hour or two but probably a solid 4 depending on what part of the dungeon I've made it to.
I think the new dungeon is pretty good, and both the mechanics and puzzles are good. The first boss is in my opinion really good if not a little easy, but the second and last bosses are such bullet sponges that I'm left after a damage phase thinking "man, did I equip a spud gun?" before dying on the 11th phase and going "I did HOW MANY MILLIONS?"
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由cycofreak3編輯: 3/12/2024 5:49:29 AMI stopped soloing dungeons after Duality because the health was growing out of control. You can't even blame power creep for that since the top 1% if that are the only people who can solo 1 phase any of the new bosses. I knew we were in trouble when I saw Gahlran had like 14 million health, lo and behold that pattern has continued. For whatever insane reason, dungeon bosses now have raid boss health pools sitting at 15mil+. I'd rather have 3 bosses in a dungeon with reduced health than 2 at 15 million each, thanks. Also as a warlock main, I agree. Just rework well. A nerf won't do anything. It has to be reworked or deleted from the game. That's the only solution left. If they remove the healing and leave the damage boost, it's left useless cause we just run bubble instead. If they remove the damage boost and keep the healing, we run bubble... it just means more players are stuck playing extra support and we already know titan mains feel the same way since they were stuck being the bubble players for years.
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由BRAZACK編輯: 1/3/2024 9:31:34 PMIt depends on your load out. I used leviathans breath on the last two bosses and it wrecks them. I also have a kinetic sniper with rewind rounds and that perk that makes the bullets in the bottom of the mad do extra damage. On my tether hunter with word of crota(destabilizing rounds and fitefly). Sometimes i have a rocket with bait and switch and witherhoard on my warlock and that does well too. At first the last boss was a pain in the ballz but now its cake.
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Maybe for ghosts of the deep, the new dungeon is fine. My group was able to 1 phase the first boss, 2 phase the second, and kill the final boss in 1 cycle.
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Ghosts of the deep absolutely, but the new dungeon seems good. It didn't feel like they were too tanky to me
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Honestly, the ONLY issue with this, is that Bungie has to account for us as players fulfilling that power fantasy and that our Guardian is incredibly strong lore wise and gameplay wise as well. The only logical answer to not make everything seem like plushies is to jack up the health of our enemies.
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Time for the semi-annual post. If you are taking 10 phases to solo a Dungeon boss, then you are by no means executing it perfectly. Whether it be by a bad execution of mechanics, poor ability usage or using inappropriate weapons, there will definitely be something within your control to change. There is nothing wrong with a boss taking 5 phases solo; a 2 phase with a full team is perfectly acceptable, if not the standard for most, so one player doing more than a third of a full team's damage is a good outcome. On that same note, the boss's health directly influences the challenge. Half of the difficulty of a solo Dungeon is the endurance test, being able to play for a long time without making mistakes [i]or[/i] having the ability to recover from them. Shattered Throne isn't a challenge anymore because you execute the mechanics once, ignore most of the enemies and insta-kill the bosses with a single super. Is that what people want out of the new Dungeons? Both Ghosts of the Deep bosses were 4-5 phases solo. It was the same in Spire of the Watcher and the same in Duality. Warlord's Ruin seems no different.
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seriously, arc hunter is no longer so strong in this dungeon, your system of mods and complications is simply insane and stupid, as apparently those who invented it, they kill you in just a second in an arena where you have nowhere to hide and you need to always be in close combat, but they we have been weakened and now you are a bunch of pathetic guardians, Elden ring is easier and simpler and smarter balanced than this game and the online indicator says that the game is not fun and stupidly difficult when you have almost no chance, I hope you all will soon regret it even more -45%
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Personally I think the sweet spot for Dungeon boss health is like between 5 to 9.5 million with it getting higher with each boss. Dragging it out to like 14 million is egregious and adds extra phases that don't really need to exist when you should reliably 3 maybe even 2 phase at a stretch a dungeon boss if you have a decent enough loadout. Groups should reliably 2 phase with a 1 phase being doable with the right loadouts and setups, dungeons are meant to be farmed for their gear after all since they aren't craftable. The first 2 encounters of this dungeon are pretty great but the second one drags on a bit and final boss is just sleep inducing boredom of repetition because it has like 14 million health which makes it kind of a slog to get through. With the optional Master mode that is where the health should be equivalent to that final boss of the dungeon but the rewards should be buffed accordingly and more drops in general besides just artiface armor.
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由Kouz_MC編輯: 12/3/2023 9:11:20 AMI helped two friends yesterday. We took two cycles and 2 levels to clear the final boss. I registered >8mln dmg alone. If an old bad gamer like myself who’s still dying to the hex managed to get >8mln damage in a little over two cycles, I say you’re still far from “executing perfectly,” especially when there are many players who already solo one-phase that boss. Needless to say, solo operative and rain of heavies when soloing activities were on your side. Health bars are fine. This dungeon is actually well designed and balanced imho.
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“If you can’t complete the hardest content, you don’t deserve the best loot” There’s a reason why all the dungeons are listed under the “endgame” tab. If you can’t do it, then you’re not classed as “endgame” yet. Simple as that. Health bars are fine. Don’t get rid of the one source of difficulty for all the regulars. Easy dps phases, easy weapons, easy dungeon. If you have experience and logic, that is.
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Big health bars. But damage was stupid easy compared to ghosts. Easy 2 phases between 2nd and 3rd boss
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[quote]Now I understand the desire for bosses to be challenging. These health bars do not make them challenging. Having to 10+ phase a boss for a solo flawless completion, taking over an hour to defeat a single boss even though you're executing perfectly is incredibly dull. I understand balancing around well. Please, instead of balancing around well of radiance, I (And all warlocks relegated to well in their raid teams) beg of you to just nerf/rework well instead. Seriously, both Ghost of the Deep and now the new dungeon feel pointless to even attempt solo as I know a single failure wont just set me back an hour or two but probably a solid 4 depending on what part of the dungeon I've made it to. I think the new dungeon is pretty good, and both the mechanics and puzzles are good. The first boss is in my opinion really good if not a little easy, but the second and last bosses are such bullet sponges that I'm left after a damage phase thinking "man, did I equip a spud gun?" before dying on the 11th phase and going "I did HOW MANY MILLIONS?"[/quote] My guy the challenge is living so long during these phases, its not tedious or annoying. If you die during this time then you are showing its hard and you cant beat the test of endurance thats the boss. Imagine how easy it would be with the simple mechanics a boss would be if it needes like 2-3 damage phases. That would be just as easy as a solo strike or nightfall.
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由Amazinite編輯: 12/2/2023 12:14:31 PMOptimize your damage. These bosses take way fewer phases than the ones in Ghost did. Make sure you have solo operative from the artifact. Free 15% more damage.
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由Gemini Trash編輯: 12/2/2023 8:06:06 AMBungie's new version of Difficulty is make everything an endurance run. The reason why I hated Ghost of the Deep's solo so much is because Bungie basically demanded that I run each encounter's phase all consecutively and 10 times over. The challenge isn't doing the activity. The true challenge is doing the activity in repetition until honestly any player would be mentally fatigued. And that's not the sort of challenge I feel Destiny should be offering. A 30 minute dungeon shouldn't be extended to a 3 hour experience. Personally I don't want a marathon challenge that'll end up leaving me defeated because I fell asleep at the wheel or got error coded. That's all these large health bosses offer. What I want is a skill challenge
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This is a issue that's why supers like well and bubble used so often is because of encounters like this they throw you into a circular room with high ad density with little cover tanking damage from almost every ad in the room while giving the boss insane health and beat them without dying once Yet they want you to solo it if you want players to do that they should get exotic drop guarantee just by Soloing it that's more rewarding then a emblem
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由Gemini Trash編輯: 12/2/2023 8:38:48 AMHonestly I'd be great if like Legend Story Missions Solo Dungeons scaled depending on the amount of players in the lobby.
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