The only thing this kind of design encourages is me identifying a spot outside of the kill box and waiting for my defensive abilities to do mechanics (well, bubble, or invisibility). The end result is just a lengthened encounter, an encounter where I'm mostly just waiting because I can never shave enemies down so I can do mechanics.
This kind of encounter design only exists in GMs, dungeons, and seasonal activities. It seems okay in seasonal activities, but in GMs and dungeons it's a terrible design feature.
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All they need to do is give you 5-10 second reprieve till the next spawn. Would make it feel worth killing the ads again, and they could still keep them spawning infinitely
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I think infinite adds is okay when outside the main encounters ex thrall room in shattered throne
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agreed, solo dungeon was giving infinite heavy by some glitched rng there, but everywhere else in the game heavy is scarce.
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Good thing it's a multi-player game! These posts about soloing stuff are getting silly. I wish Bungie would just get rid of the rank 11 requirement, it shouldn't be there in the first place IMO. The only positive is that it boosts streamer traffic.
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Think of it this way: infinitely spawning adds that immediately replace themselves is a sign that you should be doing something else. They don't affect the mechanics, their spawn is not triggered by something else and killing them doesn't progress the encounter in any way. Kill only the necessary ones and progress to the next part ASAP. There is no benefit to wasting time and ammo on them, especially as a solo.
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I have found a new hate for taken psions in lost sectors.
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I've never had my arms start to cramp from so many adds. It never stopped. You can't even do the mechanics to learn them. I was let down. Was endless
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Our whole squad had like 1000+ kills each by the end of the dumgeon....
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[quote]The only thing this kind of design encourages is me identifying a spot outside of the kill box and waiting for my defensive abilities to do mechanics (well, bubble, or invisibility). The end result is just a lengthened encounter, an encounter where I'm mostly just waiting because I can never shave enemies down so I can do mechanics. This kind of encounter design only exists in GMs, dungeons, and seasonal activities. It seems okay in seasonal activities, but in GMs and dungeons it's a terrible design feature.[/quote] It's A team game primary. So solo your way to dark souls.