Last week was ruff in the dungeon. Couldn’t even tell you how many damage phases for the harpy (uhg). This week much smoother with some loadout changes (highly recommend statis exotic trace)…a little power level goes along way.
Solo is more about finding that “pattern” to run and punching it into muscle memory.
Team runs do not need to rely on survival builds as much and can let it fly with damage.
Should the boss scale? Absolutely…not.
Where is the glory in that as a solo guy?
I except the challenge of the boss and his unlimited health bar…dude is still going down baby and it makes for one polished guardian in that dungeon one day.👍🏼
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The "glory" or triumph aspect of it - for those who actually care about petty tickboxes - can simply shift to Flawless runs or other completion triumphs. Not only that but to where it should be which is completing them on higher and higher difficulty settings. The key point is they should be actual user-selected settings - OK, now I'm going for a Master Dungeon, now a GM Dungeon... - and not something arbitrarily determined by fireteam size. That archaic system mandates effectively three different difficulties at each level - an easy mode for 3, a middle mode for 2, a challenge for 1, all without appropriate rewards, all three without any say in the actual difficulty.
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mayo68により編集済み: 12/23/2022 10:59:31 PMDude, the glory I speak of is taking a high level activity designed for 3 people and making it your…(you know what) BLIND. Flawless I could care less about honesty, but admire those that do.👊🏼 I do like the cool emblems though👍🏼
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Then that is easily replaceable by an independent difficulty which you up to a challenge. And you get appropriate rewards for it. For me, and this wont be for everyone, I could make better emblems in my sleep. Not a boast just a fact that this doesnt motivate me. I wouldn't argue to remove triumphs or emblems only have them appropriate and not at the cost of everyone not wanting them.
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It would be the same glory found in other loot games like Diablo 3 or for a more apt comparison, Borderlands 2 which had player scaling and Raid bosses were still challenging when playing alone. This isn't a damn E-sport. Looter games should have balanced and fair difficulty. Even devs of hardcore indie roguelike games like Risk of Rain 2 understand player scaling. Bungie is stuck in the past and parades this poor game design as though it was a feature and for the amount of effort put in, the rewards do not match. I remember soloing Terramorphous in BL2 and getting piles of legendary loot. After soloing a dungeon there's a chance I can get 2 copies of -blam!- armor. Like I said, if the rewards were meaningful I'd do it. But a boss this spongy and time consuming is unacceptable but now that Bungie has secured an obsessive ego driven playerbase to market to, they don't have to balance anything and can create obnoxious encounters and pretend they're Fromsoft making a riveting challenge. Following wires and then getting ammo screwed and having to farm ammo for 5 minutes so you can mag dump the boss for 5-10 phases is not riveting gameplay. And what's the reward? A -blam!- emblem and only a tiny chance increase for a reward that will still elude you for weeks. Fk that. No thanks.
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Enslaved is a bit harsh.🤣 But I get what ur sayin. I have found that as you level up, it tends require less phases. Early in the season it is a bit ruff with multiple damage phases, but the muscle memory is required and for me multiple phases gets that done. I never flawless cause of jump puzzles.lol