Note: I've already solo flawlessed this dungeon
The bosses should scale with the number of people in your fireteam. The bosses health should at least be cut in half when you're running solo. No one should have to endure that much for an emblem.
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10 RepliesThe whole point of getting the emblem and triumph for solo flawless is that you completed an activity meant for three players. Adding level scaling or something like that would ruin what soloing dungeons means. Does the boss have too much health? Yeah, it could be toned down a bit same with how much damage she does. Can you still 4-5 phase her solo? Yes. I’ve seen lfg teams not even get her to a quarter in 4 phases.
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1 ReplyEdited by Guardian, Archon Of Light: 8/16/2023 10:06:19 AM4-5 Phase with the right loadout and timing, Arby the shield
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1 ReplyAlthough I can understand, and partially agree with your position, cutting the bosses health in half is too deep of a cut. Since Bungie is having solo requirements in seals, I feel Bungie should make that content with a solo player in mind (i.e. - Build the content around a single player). Once that baseline has been made, then increase it accordingly per player in the activity. For example: Let's say in GotD Bungie feels that a solo player should be able handle a five million HP boss. Using that benchmark, a run with two players should have the boss HP to ten million (as each player is expected to handle five million individually). With a full fireteam, the boss HP would increase to 15 million. This way, the challenge is still there, but a solo player isn't coming across a boss with a 200% HP increase. I do see how others view it though. Solo content is often viewed as a single player doing what MULTIPLE players would be required to do. If you remove that perception, it may not have the same prestige as it once did.
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I invested time into solo flawless every dungeon up to, and including, duality. From spire onwards bosses are just bullet sponge lazy.
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4 RepliesYou sir, are correct. I’ve soloed every other dungeon, but Ghosts? Too long.
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1 Reply(I have also solo flawlessed this dungeon) Honestly the shield is just way too beefy. It’s fine on Ecthar imo because there are easy and reliable strats to kill him relatively fast even without Arbalest, but Simmumah practically requires Arbalest and I think that’s just bad design. This dungeon heavily bottlenecks you into hyper-specific loadouts in order to complete in any reasonable amount of time. There’s little room for creativity, innovation, or flexibility. There’s basically one or two loadouts per class and that’s it. It is a very challenging dungeon (and that’s good) but the way it creates that challenge is frustrating.
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1 ReplyI don’t think I can agree with health scaling, as that would counter the challenge of a solo run. However I do agree that the boss health is pretty massive in general on top of having another shield entirely, on top of having a limited time for damage phase. A good 3 man team can melt either boss in 2-3 phases, sometimes 1 phase if they are cracked. That would make it all the much easier if they reduced the health further. I could see them reducing the secondary shield as part of scaling, or preferably simply increasing the damage window for a few seconds more dependent on fireteam size.
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1 ReplyI can handle it's 10M health but the 500K health shield per a phase that fully restores needs to go.
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half no but a 20/30% yeah