Today, I realized that I didn't complete the Time Trial for the Nightmares Hunts Pride (Skolas) on Master difficulty, although I completed all the others a while ago. When I went back to watch Esoterickk's guides/videos on how to solo them, I immediately noticed that these activities have become completely absurd in terms of difficulty. Back in the good old days, T10 resilience was significantly better (43% damage reduction vs. 30% now). It was possible to be at the same level as the enemies, making you more resilient in addition to dealing more damage. Add to that the artifact mods that offered combined damage reductions (arc/solar) (void/arc), etc., for only 1 energy. It was possible to apply three with dungeon artifice armors. Now, not only are we constantly 20 power levels under for all Master activities, our resilience is worse, we lost the mods mentioned above, but also emergency 4x resist mods and we have to contend with the Attrition and Togetherness modifiers. Two modifiers that make all activities ridiculous to solo. Attrition is slightly less worse, but the Skolas encounter has very few enemies, making it impossible to regenerate without healing grenades or the Banner of War or Well/healing rifts. Finally, these activities are no longer completed by anyone, so it's impossible to find someone to do them, making solo the only option to complete these triumphs.
TL;DR In summary, taking all these factors into account, I realize that the old content has become completely disconnected from the current state of the game. The latest updates aiming to make us die more often, plus the 40 seconds cooldown before being able to respawn, do nothing to enhance the enjoyment of the game.
I believe our power level should matter again; currently, it holds little significance except in lost sectors. Resilience should be brought back to its previous effectiveness, and respawn timers should be significantly reduced in some activities. While Attrition isn't fundamentally bad, Togetherness should be inactive when playing solo.
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30% is not a big drop from 40%, virtually unnoticeable
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You didn’t have 40% dr back even nightmare hunts were relevant or the insane power of 3.0 subclasses.
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3 AntwortenWhere did you get the 43% damage resistance from? The combined mods you mentioned was an artifact perk for 1 season.
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2 AntwortenThey were easy before lightfall because we didn't have fixed difficulty. Hero/legend/master activities are always under light now when before you could be over light. When I do weekly moon bounties for nightmare hunts I never do crota now cause it's a 1 shot on hero trying to make em kneel if you don't have melee resist and concussive. Some of the activities with this new "fixed" difficulty is really absurd.
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Attrition and togetherness have to be two of the least liked modifiers. And togetherness doesn't make much sense to have when you're solo, like you said. Some of the challenging stuff just makes it unappealing seeming.
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5 Antworten43% damage resistance from resilience “in the good old days”??? WTF? That was one year ago. You are confused, older content was way harder. Older meaning more than 2 years ago.
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2 AntwortenBearbeitet von Bore: 12/13/2023 6:21:13 PM[quote]Back in the good old days, T10 resilience was significantly better (43% damage reduction vs. 30% now).[/quote] Back then resilience gave 0% DR… Nightmare hunts are far easier now than they were when they released.
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Back when Nightmare Hunts released, Resilience didn't give any DR
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3 Antworten[quote]Today, I realized that I didn't complete the Time Trial for the Nightmares Hunts Pride (Skolas) on Master difficulty, although I completed all the others a while ago. When I went back to watch Esoterickk's guides/videos on how to solo them, I immediately noticed that these activities have become completely absurd in terms of difficulty. Back in the good old days, T10 resilience was significantly better (43% damage reduction vs. 30% now). It was possible to be at the same level as the enemies, making you more resilient in addition to dealing more damage. Add to that the artifact mods that offered combined damage reductions (arc/solar) (void/arc), etc., for only 1 energy. It was possible to apply three with dungeon artifice armors. Now, not only are we constantly 20 power levels under for all Master activities, our resilience is worse, we lost the mods mentioned above, but also emergency 4x resist mods and we have to contend with the Attrition and Togetherness modifiers. Two modifiers that make all activities ridiculous to solo. Attrition is slightly less worse, but the Skolas encounter has very few enemies, making it impossible to regenerate without healing grenades or the Banner of War or Well/healing rifts. Finally, these activities are no longer completed by anyone, so it's impossible to find someone to do them, making solo the only option to complete these triumphs. TL;DR In summary, taking all these factors into account, I realize that the old content has become completely disconnected from the current state of the game. The latest updates aiming to make us die more often, plus the 40 seconds cooldown before being able to respawn, do nothing to enhance the enjoyment of the game. I believe our power level should matter again; currently, it holds little significance except in lost sectors. Resilience should be brought back to its previous effectiveness, and respawn timers should be significantly reduced in some activities. While Attrition isn't fundamentally bad, Togetherness should be inactive when playing solo.[/quote] I’m not 100% sure but you may have it backwards, older content is significantly easier now than when it was released. Healing grenades didn’t exist, Banner of War wasn’t an option, and Resilience didn’t give any damage reduction. Instead of wasting time updating outdated content Id rather have the limited dev resources focused on something new.