I agree with your logic. Sadly too many on here love the “it’s supposed to be hard” argument when it’s really “tedious.” Maybe they aspire to be Bungie employees. 🤔
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Maybe optimize your DPS rotation and it won't be tedious? I mean you're sitting here arguing but yet you haven't even tried the dungeon lol. If you're complaining about other dungeon bosses outside of SOTW its definitely a skill issue.
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Still swing and a amiss. You keep on assuming. It’s ok I don’t care if someone says “I’m better than you in a video game” but you sure seem to think that matters in the grand scheme of life. It’s funny to me that it’s that important to you to condescend to a total stranger and brag. 😂
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Your radical interpretation of what I wrote is hilarious. I’m amused bro. This is a funny conversation. Do you not know what you are writing? You use words like “skill issue” and it’s hilarious and seems like you are making a silly flex. Maybe you aren’t but your approach is “I’m right and you are wrong.”You keep assuming so much. I do believe there is a miscommunication here but this is a forum about a video game you and I both like. We won’t solve this with posts back and forth. I’m putting less effort into this game. Don’t care to stand on a hill and argue with a stranger about a misinterpretation. You do you. Have have a wonderful weekend. 👍
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[quote]I mean, it is supposed to be hard though? A lot of people say that because it's obvious.[/quote] Hard doesn’t have to be boring or tedious. Just changing how we can start a dps phase or extend one would be nice. Some variety. Some people raved Rhulk because he moved, dashes and kicked. More challenge than simple bullet sponge.
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Tedious isn’t the word to use. It seems like players would rather 1-2 phase a boss which makes the fight considerably easier than what we have now. Having to survive is what makes it hard and if this change happened Solo Dungeon runs would become a joke
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BOSSNONO254により編集済み: 12/22/2022 8:24:24 PMHell it could still be hard while still allowing the boss to have a different scale of health based on the amount of players in the activity. Similar to difficulty level during the witch queen campaign which essentially increased based on the amount of players that were present.