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7/30/2023 8:40:55 AM
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GotD bosses are incredibly overpowered

Idc what any of the masochists that play the game say, this isn't a fair dungeon in any capacity. The moths alone are too much and need to be entirely removed. Forcing players into impossible situations because there is a creature in the game that is a tiny moth that blends in with the rest of the luminescence of the environment is plain unfair. This is a dungeon; not a raid. The numbers of damage and health the bosses have plus their "special" abilities do not line up at all with other dungeon bosses. GotD bosses are suitable for 6 players. If you're going to make a boss have so much health, then you need to tone down the amount of active mechanics and remove these unfairly overpowered abilities. I'm sick of hearing this bullshit that the game needs to have so many things going on to make it hard. But the problem is everyone who works on this game takes that feedback, and multiplies it by 10 in-game. These bosses, like all other dungeon bosses, should have maybe 4M health max for solo players. If you think it's fair to make a player kill TWO bosses that have the same health and amount of abilities as raid bosses, then you need a reality check. Quick damage rotations are a terrible excuse for overtuning a boss into oblivion, and this mindset of development needs to change before the next major dungeon release. To be clear: the enemies are fine, it's just the bosses that are beyond obnoxiously overtuned. A solo challenge should not feel like this, nor take this long. These mechanics plus the complaints earlier make this dungeon easily the worst and most unfun experience I've ever had in a dungeon, and Spire was already bad with a damn Wyvern boss in close-quarters. Using player fatigue as a difficulty curb to THIS extent is the laziest development I think I've ever seen in a video game.

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    So…skill issue?

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    • Edited by Alleviate_Fate: 7/31/2023 4:36:16 PM
      Clearly is a fair dungeon if people have solo flawlessled it. I have before you bring that up. The dungeon requires a thought out load out and some knowledge and its easy.

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      • If they nerf the bosses health it will be too easy for three ppl. If they scale the bosses health for solo players then it ruins the whole challenge of soloing something made for three ppl.

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        • Edited by Hawpy: 7/31/2023 8:01:42 PM
          Just [i]yet another[/i] reminder that these bosses having more health than Raid bosses is a moot point because they also take more damage [i]and[/i] have among the longest damage phases of all bosses. No one ever complained that Dul Incaru has more health than Riven, because Dul Incaru also takes about 15x damage by comparison. Lots of people complain that Akelous in Spire has too much health, but it has almost the exact same effective health as Avarokk in Grasp, which is never complained about. https://twitter.com/TheAegisRelic/status/1681164947856736257/photo/1 I'd love to know what "overpowered abilities" they have. Normal Wizard Attack, Regular Hive Boomer and Lucent Hive Rift/Barricade? And by the way, Bungie said they made Ghosts of the Deep difficult intentionally, because everyone whinged that Root of Nightmares was too easy. You reap what you sow.

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          • uhmmm ... sounds like skill issue. Practise, learn the mechanics and rotation of it, adept, get better. you'll do just fine than ;)

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            • It's actually a lot of fun with 3 players. The boss fights are great, it's the sections in between that feel so long. Asking to make it easier to solo is just admitting to everyone who has done it already that you're not good enough.

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            • Edited by Daemon White: 7/31/2023 6:46:33 PM
              Arbalest 1-taps the HP shields. Additionally, there is no real time limit outside of holding the dunk buffs. You have an infinite amount of damage phases to whittle them down with.

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            • To begin, I want to say that agree with certain criticisms here, but in a different way. I agree that the health of the bosses can seem a bit much, however, I would place more focus on how much the shield makes up. It can be really tacky for most players to break, which is a fair pint to make. However, the bosses health are fine. With a decent load out, it’s pretty easy to 1-3 phase each boss. You can look up a video where a guy 2 phased the final boss solo. Second, I don’t agree with the moth argument. They are mechanic implemented to keep you aware of your surroundings, and they do just that. Also, I disagree that they blend in, for the most part, you are in a dim lit area that is either in the ship or in darker blue ocean. In fact, compare to those surroundings, a tiny spark of blue light stands out. (Continued in next post)

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              • Both bosses can be 3-5 phased solo so if you’re riding the struggle bus that badly, especially with moths of all things, then you may want to rethink your strats, build, and loadout. The only thing regarding the bosses that needs tuning are their shields.

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              • Edited by DHawk12: 7/30/2023 10:22:03 AM
                I played gotd 2 days ago for the first time ever other than cheesing final boss twice when it came out. I watched a guide, loaded in solo and never died until the final boss (died alot, didn’t complete). I think the first boss has ~10% too much health and the final boss has ~20% too much health (based on being at maximum effective light which is 1830). The final boss is so grueling opposed to difficult that I died while boss was at 1/4 because I forgot to look at the symbol when killing lucent hive and guessed the wrong symbol. Then during subsequent attempts the same thing happened because my brain was fried, i’ll try again before the season is over but probably not flawless. Spire harpy has ~20% too much health and wyvern ~15% but other dungeon bosses are mostly ok.

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