I don´t know why Bungie started to design Final Encounters to be this annoying. There were already tons of complaints during Ghosts of the Deep and yet we get an even worse Boss arena.
The Lightning is way too overdone in that small area and against the light tone of the ground it is hard to see at times. In addition to that there are a bunch of Clones with no good cover. Doing it once may be interesting but after it this Encounter gets stressful quickly and I am losing any desire to play the Dungeon.
I don´t want Boss Fights that aim to be annoying. What happens with arenas like this is that people either find a cheese spot or people don´t want to play it at all. Remember Pophecy? That is good Design and I still like to replay the Dungeon.
A solution may have been to reduce the Lightning and make a pattern or remove the Clones except one on the left and right platforms.
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10 RepliesBlame people like Datto he was a bragging about pressuring them to give the puppeteer more health. She has 6.4x more health here than she did in deep stone crypt.
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I think the worst part about the game encounter is how strong and frequent the light night strikes are. I hate seeing that orange glow and looking over the area to see that there is literally no safe zone in the second damage phase… and knowing your primary is useless to do damage fast enough to subdue the clones… it’s rough man.
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Edited by Ogma: Destroyer of Worlds: 10/16/2024 2:03:41 PMWe stopped trying to do traditional damage phase methods and we all just used burst supers and outbreak and we were real close to a 3 phase. It was too chaotic. I can’t remember magic soloing dungeons with how much health the bosses have. That’s the thing that keeps me from doing it. I don’t want to 5+ phase anything. That’s not fun.
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1 ReplyThe pools are far too frequent for a good damage phase, often most areas are covered so there is no safe place to move without contacting it. Standing still is usually frowned upon however this was not an enjoyable way to prevent that playstyle. If anything it should have caused massive flinch so the boss damage was more difficult and/or locking the player down so jumping is not possible, like the mechanic in the Exodus Down Strike boss room. That in itself would have been fine but on top of that there is 16 million health and that is just too much honestly.
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1 ReplyRemove the lightning and boss damage is easy. The adds are easy to kill and do no damage, the boss doesn’t move and the damage phase is like a minute. Get a grip.
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Just be happy that the dungeon weapon is icebreaker and not the exotic GL, which can fit into more builds. I find it funny that the weapon that bungie hyped up is a dungeon drop with a niche use at best. Meanwhile, the season pass weapon makes ammo economy old news.
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I agree with the lightning being difficult to see at times. The floor color is too similar / not enough contrast between lightning cue and floor.
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Agree 100% very annoying fight
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A color change to a purple would be nice but then there’s a chance near the end of damage phase where the whole place lights up. It’s basically random Witness attacks. Not to mention you have to go out there to get the core or miss out. And I’d wager next episode’s dungeon will outdo this one
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Lightning is definitely annoying with its vague killing power. However it’s an easy 3 phase consistent 2 phase once you figure it out. The key is to have a well and a speakers sight or to just stay spread out so one bolt cycle doesn’t wipe the team. Then just run through the pre DPS mechanics fast and it won’t seem as bad.
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I jumped up on the canister in the front right area, threw two axes and died from a lightning strike mid super lmao. Couldn't do anything because the lightning strike came [i]after[/i] i activated this long -blam!- super.
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I’ll say this much. This dungeon in particular is definitely made for masochists like myself. I recently got a clear and definitely don’t intend on fighting this final boss anymore in the future. It was challenging and exhausting. Good luck if you intend on beating the final boss.
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1 ReplyI beat it easy. But I agree about sun lighting part, it need reduce damage. Also final boss health it bit high to me.
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Honestly it sucks that this actually had a contest mode when in reality dungeons don’t get enough touch ups in todays game and I really don’t understand why this cycle happens The triumphs don’t even feel rewarding either The only way to get exotic drop boosts is by doing the tough challenges and a completion And doing a puzzle for catalyst that can probably condense your rng to maybe be better but otherwise dungeons are so repetitive that I’ve seen to many hyped builds around buried bloodline and it’s annoying I see that now I’ve even lost all interest to actually even run this dungeon again even GoTD It’s even stupid that bungie added exotic boosters to raids much more than dungeons actually and I don’t understand why they neglect equality for these types of activities So I just refuse to even do a pinnacle dungeon anymore Thank you bungie for not considering more benefits to players who may or may not have terrible RNG (The last time rng all around was changed during season of opulence)
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Annoying is Bungie’s specialty. Fact
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The fact you think it’s worse than Ghosts tells me you either have never done attempted it or just got carried through. Try learning something before crying about it.
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It’s not bad though. Two players who never completed it or really had any idea what to do apart from the instructions I gave them, had no problem dealing with anything.
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5 RepliesI disagree. I think the final boss encounter is one of the better encounters they’ve developed in the past few years. I think this dungeon is a huge W and one of the best dungeons they’ve designed in awhile. It’s definitely better than both dungeons that came in Lightfall.
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2 RepliesBack left corner just past the door you will go in, is a spot that doesn’t get hit with the lightening.
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love the dungeon but hate the world is burning in the DPS phase of the boss.
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The only thing I find annoying about the final boss is the lightning, everything else is easy to manage. I have found that the clones who try to engage in melee with you seem to have a hard time climbing over the small ledge where the elevator shaft is located. If you stand on top of the blast door that closes once you're lifted into the arena, you can at least get some space from them. Though the lightning can still strike you there from time to time, so be mindful of that. Beyond that, during the second round of DPS, after you dunk the radioactive core, you can have one or two people hide in the entryway to the dunk room for the rest of the second DPS window, since the lightning can't harm you there, and the clones rarely go into that room. As for suggestions on changes I would like to see made for this encounter, I would ask Bungie to make killing the clones in the boss room meaningful, rather than just to get them off your case. What if, whenever you kill a clone, you get a stackable damage resistance buff against the lightning strikes and their AOE field? Have it last for 15 seconds each time you get a stack, have it stack up to 3 or 4 times, with each stack doubling your resistance to the lightning, AOE, and other sources of ark damage?
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It’s this way because of how easily nuked it would be if we could just post up in a well. Which is still the strat but you have to pay attention now.
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Cheese forever has a video with cheese for the final boss!