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Destiny 2

Discuss all things Destiny 2.
Edited by DragonHunter948: 12/11/2021 1:24:41 AM
4

Adjust boss health for solo play?

There are plenty of activities (mostly dungeons) that are seemingly designed for fireteams, yet don’t have any in-game lfg or matchmaking. Solo play is, in a way, presented as the default experience—despite being significantly more difficult. This isn’t necessarily bad, I had a lot of fun on my first successful solo completion of harbinger. But these activities seemingly aren’t designed for solo players (except legend/master lost sectors, in which multiplayer seems to serve no purpose). The key issue, in my eyes, is boss health. I (unsuccessfully) attempted the new dungeon’s ogre encounter solo. It must’ve taken >30 minutes to whittle its health down to half. At that point, I no longer felt excitement from a difficult encounter; it became boring. I knew how to run it relatively safely—I just had to play for an hour without doing something stupid (which was difficult, on account of the boredom). The ogre encounter was not fun solo, and based on the slapstick traps and puzzles leading up to it, it feels like it’s supposed to be. From my perspective, there are two fairly simple solutions: make boss health scale with fireteam size, or add matchmaking/in-game lfg to dungeons and similar activities (i.e. harbinger and presage). Between the two, I’d personally prefer the former. I enjoy playing the bulk of these activities without a fireteam—I only want to remain engaged while playing the activity. TL;DR (and this post is too long): I want to play dungeons solo without tedious boss fights, so I think boss health should be decreased when there’s only one player in the fireteam. This should ideally make the pace of these activities flow better on solo attempts whilst preserving the activity’s natural difficulty. If there’s already a system like this in place and I’m just bad, this post can be ignored. Edit: This post can be ignored, I just forgot to equip particle deconstruction.

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  • [quote]There are plenty of activities (mostly dungeons) that are seemingly designed for fireteams, yet don’t have any in-game lfg or matchmaking. Solo play is, in a way, presented as the default experience—despite being significantly more difficult. This isn’t necessarily bad, I had a lot of fun on my first successful solo completion of harbinger. But these activities seemingly aren’t designed for solo players (except legend/master lost sectors, in which multiplayer seems to serve no purpose). The key issue, in my eyes, is boss health. I (unsuccessfully) attempted the new dungeon’s ogre encounter solo. It must’ve taken >30 minutes to whittle its health down to half. At that point, I no longer felt excitement from a difficult encounter; it became boring. I knew how to run it relatively safely—I just had to play for an hour without doing something stupid (which was difficult, on account of the boredom). The ogre encounter was not fun solo, and based on the slapstick traps and puzzles leading up to it, it feels like it’s supposed to be. From my perspective, there are two fairly simple solutions: make boss health scale with fireteam size, or add matchmaking/in-game lfg to dungeons and similar activities (i.e. harbinger and presage). Between the two, I’d personally prefer the former. I enjoy playing the bulk of these activities without a fireteam—I only want to remain engaged while playing the activity. TL;DR (and this post is too long): I want to play dungeons solo without tedious boss fights, so I think boss health should be decreased when there’s only one player in the fireteam. This should ideally make the pace of these activities flow better on solo attempts whilst preserving the activity’s natural difficulty. If there’s already a system like this in place and I’m just bad, this post can be ignored.[/quote] Boss health already scales to the number of guardians in an activity.

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  • Or…. Play the game as intended. You found this place so how come u couldn’t find the easy to use fire team finder section? Would have taken you way less time than typing out all of this.

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  • Edited by OurWildebeest: 12/10/2021 10:02:03 PM
    I think scaling health might be more troublesome than it seems at first blush, because fireteam sizes can change. Like I have the final boss CP right now. I could spawn in solo and set low health, then post a LFG. Does it scale up then? It could be made to do that, but it is something to solve. Optional matchmaking is the obvious answer, IMO. Toggle it off by default. Include a warning that it is a complex activity best experienced with mics and careful teamwork, let people turn it on anyway if they want. Note for Bungie, have you noticed that almost nobody uses mics in matchmade activities? That should tell you something - we do not like using mics with strangers. I would say the average player would rather take twice as long than have to listen to random teammates, many of whom are delightful, but many of whom are not. The boss fights could also be designed with hiding places to make it easier for a patient solo player to chip away at the boss without dying and resetting, but that might not be a popular option as it would effectively make everything easier.

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  • Dungeons are designed for multiplayer play tho.. doing it solo is supposed to be a challenge and thats why there are rewards for the players who do them If you cant do it solo just use LFG,Discord or even your Clan im sure someone will be willing to help

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