Seriously Bungie the dungeon was the most beautiful area you've put out in a long time, but you've completely ruined it by making it such a tedious slog.
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What I hate are the immune phases when you have to repeat the same mechanic three times in a row just to get the boss shield to drop. The mechanics are just make work too. And then there are the endless, endless ads. So boring!
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I agree I know a ton of people who have left game because of bungies making it harder crap. But this is now shining bright with what's been happening recently within bungie. Player retention rdropped. Bungie management are so out of touch withe community's mood. Pre sells down on final shape. Yeap no doubt in part to lightfall being what it was but that was the start of making it harder. I feel sorry because I love this game just don't agree with the direction of difficulty they have chosen. I think after final shape is done I won't be continuing. I play games for enjoyment but this has become a frustrating game now RNG is still bad the game has no reward for this difficulty upgrade. The thing is Bungie won't change it. So they are going to lose in the end.
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One thing that would really make dungeons more achievable for solo clears, particularly now this is a requirement for Paragon every time a dungeon releases, is to allow checkpoints to count for solo, providing all encounters and transfers are completed solo. Given the time it can take to make the final boss real life often intervenes and you have to start from scratch. It wouldn't be so bad needing so many damage phases to get the job done if you could actually pick up where you had to leave off before.
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4 RepliesWell it's the newest dungeon so the bosses have a lot of health. This is to make getting the title / emblem an actual flex and not something everyone can do. It's a reward for the most dedicated players in the pve community. Which I think is actually really healthy for the game and thank you bungie team! Gotta have rewards for more casual players and have to make hard to achieve rewards for hardcore players. Hardcore players make up the minority of players which also explains the poll. There's also a bias for people that think the bosses have too much hp to search the internet and find this post. That aside there is a glimmer of hope for more casual players though. The previously released dungeon bosses seem to have less hp after a new dungeon releases. For example SOTWs final boss has way less hp than it did when it first came out in Season 19. When it first came out it had about 12 million hp I wanna say. But now in Season 21 it only has about 7 million health. It used to take me about 10 phases on solo flawless to kill the final boss. I just did it again today with a suboptimal loadout and did it in 5 phases and almost 4 phased the harpy boss. In conclusion I think it is actually a good thing the bosses have tons of hp on release. This gives the hardcore players something to grind for. While also having the boss health lower for older dungeons that way other players can get that cool emblem too.
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8 RepliesYup, I totally agree. [i]Waaaaaay[/i] too much health. This has been a problem with Spire and arguably with Duality, too. Duality can be forgiven because the average player can just equip Lament or any other sword and reasonably 2-3 phase the bosses with a team. Spire, on the other hand, is brutal. It's just too much work to trigger dps, with too little time for dps, with far too much boss health. I know many people have been able to solo it, but it still crosses the line in my opinion. And now we have Ghosts of the Deep and it has only gotten worse. In addition to the previous problems, bosses now have even more health, a shield that has to be burst through, constant enemies that distract and limit dps, and enemies that respawn instantly for some reason(what is up with that?). It's just too much, even for teams. And to add insult to injury the final boss is a wizard, the most annoying enemy type in the game. Constantly moving around dodging shots and even teleporting at random which only kills dps even more. There's just a lot to criticize here and it's disappointing. Granted, I'm sure there are plenty of others who disagree with me and that's fine. I can only speak for myself, but I'm an experienced player. If I'm having a bad time then how are others fairing? How are average or newer players fairing? Not everyone has access to meta weapons and builds. I assume a lot of people are struggling needlessly so. At the end of the day dungeons should be fun to play. They should be like Shattered Throne or Pit of Heresy, an experience more difficult than a strike but not as difficult as a raid, and if someone wants an even greater challenge then there's master difficulty to go for. So, what are some potential solutions to all this? I'm really not sure, but I've heard some feedback already that I can echo: -Decrease boss health. Probably just cut it in half to be honest. -Significantly reduce the boss shield. It's supposed to be a mechanic, not a extra dps on top of dps. -Calm down with the enemy spam. It's just too much, especially the ones that respawn instantly. Kind of feels like a bug to be honest. -More consistency with the final boss's movements during dps. No teleporting, please. -Possibly adding scaling dependent on team size. This would be far more beneficial to solo attempts, which is great in my opinion. Players shouldn't have to trigger dps phases 10-15 times to beat a boss. If you managed 3 consecutive times then you've already proven you've mastered the dungeon mechanics.
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I hope they nerf their health soon, just dumb and boring
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It absolutely sucks all of the fun out of it. Spire is the same way solo. All of the other Dungeons keep their difficulty [i]and[/i] the fun factor. That's my opinion anyway.
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Edited by Ray: 6/2/2023 2:53:56 PMEach boss can be one phased with a team. The health is not even a problem on master either Solo however. That’s a different story lol
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9 RepliesEdited by jhermannITJ: 6/1/2023 11:41:13 AMI think it's a lack of understanding. Each boss is an easy melt, people have figured it out... this is a non-issue. Easier boss melts than SotW or GoA or Duality. Them's the facts. Dps "puzzles" not dps "sponges". This might be the best endgame Bungie devs have ever designed... The game is evolving. Maybe remove 1 dunk from the 1st encounter, but the rest of the encounters are fine. Great really....
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1 ReplyBosses health should scale with the quantity of party members.
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I'm giving up on this dungeon for now, which has absolutely ruined my birthday. I planned on having a good time playing the new dungeon with my friends, and instead we get to the second encounter and realize there's absolutely ZERO chance of us getting through this. a boss should be 3-4 phases. we were on track to 10 phase it, maybe more. This is -blam!- ridiculous and I wont be wasting my time trying to beat a dungeon bungie OBVIOUSLY DID NOT DAMAGE TEST. goodbye awesome armor set. maybe ill get you when bungie takes their heads out of their asses.
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Too much health for solo runs. Good amount for teams.
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Yep that's one of the reasons why people are cheesing the dungeon lol
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1 ReplyThe end boss has more health than nezarec and is always teleporting and dodging supers and rockets.
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6 RepliesJust spent hours soloing the dungeon. Made it to final boss and after about 7 damage phases using arbalest to pop shield, gathering storm and explosive light buffed rockets, I wiped cause I was so exhausted that I forgot my rune that I was depositing. Pretty frustrating that I can spend that much time on a single activity only to have it crumble away because the boss has so much health that it quite literally fatigued my mind from functioning clearly. Needless to say I gave up and decided I will become a Ghoul some other week. I’m so disgusted with this dungeon at the moment that I’ll probably just get a boss checkpoint and beat it that way on all 3 characters this week and then not look at it until another week. Overall, I am typically fine with bosses having high health, but when you don’t even lose to an enemy and literally die to real life fatigue, it is too much. To everyone who is going to say “just do better damage,” I have had the highest damage in every clear I’ve done so far.
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2 Repliesthe shield? yeah, but hp are fine
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64 RepliesHard disagree. In only our second run of it we almost 2 phased if I wasn't out of heavy ammo. Build right or don't complain.
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I say we DOUBLE THE BOSSES HEALTH (I haven’t done the dungeon)
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3 RepliesIt’s health isn’t that bad. The shield needs to be lowered it just eats up to much damage phase to take it off each time.
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7 RepliesI was able to nearly two phase the final boss with one divinity, one thunderlord, and a dude that kept missing shots with sleeper simulant (he must have been because I did more damage than him with divinity lol). When we used rockets it was more like a 5 phase. It's gonna be terrible for solo players, but in a group if you optimize your dps (or even try to) you're gonna be fine.
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1 ReplyI have seen acrius plus tether and smoke debuff teams melting the boss in one round. Boss gets disoriented and just stands there. Only sharing, have not done it myself yet… But it looks like the way to go.
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tried solo, solo dps is a nightmare, more health than a raid boss and the fricking finisher glitch kills me at boss, this is stupid.
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3 RepliesI think the end boss has like 12-14 million damage. I would seriously hate to solo that dungeon lol it would easily be 10 phases to kill her. Screw that lol
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1 ReplyI think halving the shield health would be a good start. Most of the additional "health" comes from needing to take that down each phase.
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This is a reoccurring problem that the community has talked about for years. It's an unnecessary time sink to artificially increase difficulty.
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First boss has more than 10 million health