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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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