[b]1. Encounter:[/b] Do the same -blam!- four times, one after the other. Have the exact same constellation of enemies spawn for each symbol, not raising the challenge at all. Wait for deepsight to run out after dunking one symbol to continue.
Why not three symbols and all doable at once (one ogre each side)? Everyone in the fireteam has something to do, if they want to get through as fast as possible. Solo still takes time, but one less symbol would definitely make a difference.
[b]Jump-In-Run:[/b] There should be nbo explanation needed. Almost longer that the rest of the dungeon combined with a fireteam. A lot of it is under water and, like all the under-water-parts, looks great once and is annoyingly slow and boring afterwards. Running to the bubbles is no challenge either. Most enemies can be skipped and wouldnt be a challenge if they couldnt. Just get rid of the water or build in a portal to skip some parts, when cleared once. It is just a chore.
[b]2. Encounter:[/b] Kill bosses, do that, kill more bosses, do that, kill another group of bosses and do that,.... Nice encounter mechanic, too many steps to make it fun. Then there is the white shield and just ridiculous amount of damage needed to kill the boss. Surviving is no problem in this encounter. The unlimited add waves provide people with enough adds to put their builds to use. The only "challenge" is to not make stupid mistakes after running tired of all the rinse and repeat. At least remove the shield and let people play something other than Arbalest.
[b]3. Encounter:[/b] Again, too many rinse and repeat to even start the damage phase. Three knights for three circles and lining up the symbols. All one after the other, no way to speed up the mechanic at the start with multiple people. Three more bosses, hive guardians, in the rooms to the side, on its own acceptable. Dumb white shield again and ridiculous boss-HP.
Why?! Please stop trying to stretch people's playtime with BS like this. Playing with a full fireteam should noticeably speed up the mechanics, not play itself like solo with better add clear and boss damage. Solo on the other hand should be a challenge, because you need to manage multiple mechanics at the same time, not because the dungeon leaves more room for mistakes simply because you have to spend half a day in it.
The plate encounter of Pit is a great example for this done right. Solo, you have to clear adds (especially the knights on highground), prevent a wipe from happening by staying in the open middle, kill boss-knights on the other ends of the room, grab the balls, get back and dunk them. A larger fireteam makes this incredibly easy, alone it used to be harder before powercreep made it a joke. The only unnecessary time waste is the knights spawning one by one and sometimes delayed, but apart from that, the encounter is perfect.
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Something in Destiny intentionally being designed to waste time? How could you ever accuse Bungie of such heinous actions?
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2 Respostas[quote][b]1. Encounter:[/b] Do the same -blam!- four times, one after the other. [b]3. Encounter:[/b] Again, too many rinse and repeat to even start the damage phase.[/quote] To be honest, these two are similar to Spire of The Watcher but GoTD amplifies this in not a good way. Rest of your post i agree
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9 RespostasIsn’t that what all video games are? Just ask your grandparents or something, they’ll tell ya.
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1 ResponderThe alignment of the symbols is dumb. Just proc the symbol once the knight is killed.
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Editado por Ogma: Destroyer of Worlds: 8/21/2023 4:45:24 PMAll dungeons feel like that because they are the only activity that lacks both focusing and crafting. I have never felt like my time and effort has been respected from dungeons because they lack those updated reward mechanics that serve as bad luck protection. Duality farming burned me out. That kind of farming is just not fun. I have never gotten a roll that I want from a single dungeon weapon from any dungeon in this game. Now all my group does is go for the exotic and then never touch them again. Some give up before getting it because every run ends in disappointment because not only are you not getting the exotic, you’re not getting any weapon rolls you want either nor are you making any progress towards unlocking the ability to target them. I’ve been gaming for over 30 years and chasing dungeon weapon rolls in this game has easily been the biggest source of frustration and disappointment in my gaming life. I’d love for them to get the raid treatment because then I’d be farming them weekly for red borders.
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1 ResponderYep. It's easier to design a dungeon/raid with repetitive mechanics involving killing ads and mini-bosses over and over again, then buffing the final boss's health to infinity than actually coming up with difficult puzzles, fun platforming or sparrow racing sections, etc. That is why I loved Scourge of the Past as a raid. It had a difficult first section requiring map-reading, ad-clearing and exploring. It then had a maze section followed by a sparrow section and a puzzle section, ending with a final boss requiring teamwork and good aim.
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1 ResponderIT def does waste alot of time doing nothing but, traversing the underwater slow parts. I want to know who at bungie thought walking slow in the water would be fun. Has anyone noticed the final boss is very glitchy. Sometimes you can't deposit the vestage, sometimes they don't all come up etc. Shadow show will go through the witch, same with rockets etc.. I feel since Duality the dungeons have changed and not in a good way. They are paid content and yet, buggier and worse off overall.
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2 Respostas40 runs and no Navigator, the exotic trace rifle. I want it, so I'm stuck wasting my time, waiting months, just to get a chance at getting it.
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8 RespostasThey need fake numbers so they can tell themselves lies and pat themselves in the back pretending the game is doing well when it really is empty. Bwahahahahahaha!!! State of the game. Empty! Bwahahahahahaha!!! Welcome to hollowness!
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11 RespostasSo.. you cleared the dungeon once... and are complaining about the encounters??
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2 RespostasI absolutely love not doing that dungeon anymore.
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1 ResponderEvery video game is designed to waste the players time.
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I like it but I agree it is pretty long. The final boss encounter especially.
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I'm pretty sure they designed the dungeon based in community complains about not Bungie not respecting player's time, like "lol, now you have a reason to complain!". The same thing with blinding traps on Deep Dive, there's no reason at all to put them in a short passage underwater, it was just to trolling the players.
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9 RespostasEditado por Montezumas Revenge: 8/20/2023 12:04:06 AMDestiny 2 feels like it’s designed to waste the player’s time.
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2 RespostasIt’s not that bad lol, I do think the first encounter could be faster when in a team (maybe you can complete two runes at once or something), and that during the underwater sections the bubbles shouldn’t be consumed when your teammates use them, but I don’t think it’s terrible.
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couldn't agree with you more. The first encounter should have been 3 phases not 4. we should have been able to do them at the same time like the wire connection in spire. The boss shield is just bad design, makes no sense doing mechanics to allow players to do damage to a boss and then still add a shield for them to break before the boss can be damaged. I'm happy there wont be a new dungeon next season. soloing spire and ghosts left a bitter taste in my mouth because of boss health.
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7 RespostasGhosts is doable in 45 minutes I believe my quickest run to date is 46. We 3 phased last boss in that run
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[quote][b]1. Encounter:[/b] Do the same -blam!- four times, one after the other. Have the exact same constellation of enemies spawn for each symbol, not raising the challenge at all. Wait for deepsight to run out after dunking one symbol to continue. Why not three symbols and all doable at once (one ogre each side)? Everyone in the fireteam has something to do, if they want to get through as fast as possible. Solo still takes time, but one less symbol would definitely make a difference. [b]Jump-In-Run:[/b] There should be nbo explanation needed. Almost longer that the rest of the dungeon combined with a fireteam. A lot of it is under water and, like all the under-water-parts, looks great once and is annoyingly slow and boring afterwards. Running to the bubbles is no challenge either. Most enemies can be skipped and wouldnt be a challenge if they couldnt. Just get rid of the water or build in a portal to skip some parts, when cleared once. It is just a chore. [b]2. Encounter:[/b] Kill bosses, do that, kill more bosses, do that, kill another group of bosses and do that,.... Nice encounter mechanic, too many steps to make it fun. Then there is the white shield and just ridiculous amount of damage needed to kill the boss. Surviving is no problem in this encounter. The unlimited add waves provide people with enough adds to put their builds to use. The only "challenge" is to not make stupid mistakes after running tired of all the rinse and repeat. At least remove the shield and let people play something other than Arbalest. [b]3. Encounter:[/b] Again, too many rinse and repeat to even start the damage phase. Three knights for three circles and lining up the symbols. All one after the other, no way to speed up the mechanic at the start with multiple people. Three more bosses, hive guardians, in the rooms to the side, on its own acceptable. Dumb white shield again and ridiculous boss-HP. Why?! Please stop trying to stretch people's playtime with BS like this. Playing with a full fireteam should noticeably speed up the mechanics, not play itself like solo with better add clear and boss damage. Solo on the other hand should be a challenge, because you need to manage multiple mechanics at the same time, not because the dungeon leaves more room for mistakes simply because you have to spend half a day in it. The plate encounter of Pit is a great example for this done right. Solo, you have to clear adds (especially the knights on highground), prevent a wipe from happening by staying in the open middle, kill boss-knights on the other ends of the room, grab the balls, get back and dunk them. A larger fireteam makes this incredibly easy, alone it used to be harder before powercreep made it a joke. The only unnecessary time waste is the knights spawning one by one and sometimes delayed, but apart from that, the encounter is perfect.[/quote] Agreed don't mind mechanics. Its the endless repetition.
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It's the same problem being observed in other companies like B.E. with DIV (for instance). The success/wellbeing of the game is being measured based on maximizing playtime in a way that makes the grind of Last Remnant look like the blink of an eye. Solo has been ridiculous because when a Professional Streamer (not me, I assure you) has to take an hour to complete it, that's telling. It means the team working on this thing had an interesting idea -symbol matching - location running - platforming and decided "Okay. So let's spike ad frequency, include yellow bars in each of those spawns, include moth bombs, create a pre damage barrier that has to be overcome, then let's also spike boss health!, oh! is there anything else we can put in and consider that "mechanics"?" I've played a lot of games across various platforms. I've also Beta tested for Triple AAA games in the past. I've done play testing work on a lot of tabletop games for previously popular companies including outright additions to their games... So I've had the opportunity to see both sides of it... and this is sloppy design. It would be like (for example) running a D&D High Fantasy campaign where the players are expecting High Fantasy and adventure but a disproportionate amount of time is spent on the bookkeeping of equipment and livestock upkeep, and the articulation of travel in Tolkein-esque detail with a side of Brooks thrown in just so it isn't about the distance traveled but the landscapes in that distance and then expecting the players to be satisfied because you didn't "OverDeliver" Remember the hopeful joy and anticipation of fun in the potential story/themes teased back in 2013? [url]https://youtu.be/cPLuCjyQcIM[/url] Now it's just a grind...
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4 Respostas2 words: too long.
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3 RespostasTo be frank, this is most raids or dungeons since Y3. Also, they reuse mechanics from earlier part of the activity to teach players along they way. That's why you don't see drastically different mechanics for each encounter. It's meant to build up and add on.
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It seems like the shorter the dungeon, the more health bosses are given. You can blitz through both Spire and Ghost, just because space wise, they are very compact with only a short jumping puzzle between each encounter. They make up for the lack of time by giving the bosses more health than a raid boss. I think it took me and my friends longer to 3 man Rhulk that it did to kill the final boss of each dungeon
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I went through it solo the other day pretty quick. I did get destroyed once due to my low mobility on first boss. Then the shenanigans were saved at final boss. Weird stuff, like dying to the night as I killed him or coming so close a couple times just to lose out to no healing. By far the most complex hive rituals we’ve ever dealt with. Mini boss overload too
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1 ResponderWhen there is this much walking and jumping around the dungeon overall feels worthless and unrewarding. Also getting 3 rockets with bibod in a row not fun as well. Who tf made that perk?
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Exactly, you get what the majority of those game defenders don’t. It’s a way of artificially keeping playing hours up for the boss.