doing a dps phase over and over 6-10 times to do solo is not fun when 2 arc resist, concussive, and riskrunner is not enough.
edit: holy f you are all just jerks aren't you, don't you have any brain cells to think that I already tried those dps methods?
edit 2: wow people's still having convo on this, weird
anyway thanks to those who actually replied with constructive feedback, I made it up to final the other day, I'll finish it up later when server issues don't come up
-
BetweenMyselfにより編集済み: 7/3/2023 11:07:12 PMSpeaking as someone who completed their solo flawless run of GotD about an hour ago, the issue here is the union of [b]Boss Shields[/b], [b]High Health Totals for Bosses[/b] and relatively [b]Time Consuming Mechanics to Reach Damage Phases[/b]. A recent article in which Bungie devs spoke about the difficulty of the Solo run of GotD shows this was a conscious decision on their part, probably won’t be changed for [i]this[/i] Dungeon and could potentially be the norm for Dungeons moving forward: [quote]The conversation was steered into questions surrounding the Ghosts of the Deep dungeon. Players have been thoroughly enjoying the mechanics of the dungeon, the loot, as well as the revelations of the final boss room. But players are also running headfirst into troubles with the boss shields, specifically when soloing. Brian offered a bit of insight into the decision behind including a shield, noting that it was initially proposed as another mechanic. Thematically, the breaking of the boss shield matches the breaking of Hive Guardian’s shields, stopping their Supers. It was difficult to tell, but it seems as though Brian is aware of trying to keep the shield strong enough so players recognize this but also not overtuning it. “Solo and solo flawless are going to be among the most challenging achievements in Destiny,” Brain said. “We really wanted to preserve the aspiration or that accomplishment.” The raid and dungeon team didn’t want Ghosts of the Deep to be as equally hard alone as with a fireteam, but they also didn’t want it to be exactly three times as hard. This questioning of dungeon difficulty also reached Brian’s ears on the release of Duality. The dungeon introduced some of the more raid-like mechanics players have seen in dungeons and some no doubt struggled. However, the team is glad that there are varying degrees of challenge and mechanic-heavy dungeons, giving players of various preferences something to enjoy. Additionally, after Duality, the team made a decision to move away from the teleportation mechanic due to its buggy nature and the difficulty in trying to resolve it.[/quote] The full article can be found here and offers some interesting insights as to the underwater/bubble mechanics introduced this Season: https://www.shacknews.com/article/136140/destiny-2-story-dungeon-interview-2023?amphtml=1 While I was able to find a [i]decent enough[/i] build and settle on a set of best-practices to increase my survivability, the difficulty of this Dungeon for the solo player in particular feels constraining in terms of reducing the number of viable builds if one wants to solo the Dungeon in a reasonable length of time. I’m really glad I was able to get my Emblem done and out of the way, and hopefully the devs will be open to feedback on this issue when designing future Dungeons so that they can strike a better balance for the solo player without having to drop it down to GoA/ST levels of difficulty. (΄◉◞౪◟◉`)
-
6 通の返信people that have solo flawlessed this dungeon in less than 40 minutes think the bosses have too much health lol. compare the health to previous dungeons and you'll see how ridiculously inflated the health pools are in gotd.
-
1 返信The whole point and challenge of soloing a dungeon is beating something designed to be done by three ppl. You’re literally doing the job of three ppl including dps. If they scale the bosses health down for solo players then it’s no longer designed for three ppl and destroys the challenge it was intended to be. I’m not a fan of spending almost an hr doing a boss fight either, I do it because it’s not easy and I like the challenge.
-
The end boss fight is a grind ,we did it in master and never again . just to long of a bullet sponge boss with 10k respawning ads none stop . Its hard on the eyes bungie seriously. You need to tone the ads way the heck down,cause this stuff is crap city.
-
2 通の返信Yes, unsurprisingly two mods that decrease damage taken and an exotic primary aren't melting a boss. Wild.
-
1 返信And the encounter itself becomes so repetitive, I don’t feel like going back in after a fail. There’s no replayability, not like Prophecy where I actually enjoyed the first boss fight.
-
4 通の返信It's going to sound like elitism, but if you're using that setup and still dying, then you're making other mistakes and/or there are gaps in your loadout. Having a reliable source of health regeneration is just as important as damage resistance, and many players will avoid explosive weapons because of the threat of self damage, even if they're better for DPS. Provided that you get enough heavy ammo, which is the one thing the infinite enemy spawns are good for, a setup that is competent but not hyper-specific or requiring setup can get a solo kill on both bosses in well-executed 4-5 phases. Getting to damage on the final boss can be pretty gruelling, but its health was never an issue; it just took people time to figure out what's best. 4-5 phases for a solo kill has been the accepted norm for a long time. Of course, better players who can take more risks or set up effectively can always improve upon that, but that many phases is normal for the calibre of player who is able to solo flawless a Dungeon. It is also the case for the newest Dungeon, as we continuously get more powerful and the endgame activities are scaled to match it. For proof, look how little health the bosses in Shattered Throne and Pit of Heresy have.
-
1 返信[quote]holy f you are all just jerks aren't you[/quote] The forum greets you with tidings of gitting gudder.
-
3 通の返信
-
2 通の返信They really don't, the community just overreacted at first. The dps phases are incredibly long...even solo you can easily manage a 5-6 phase kill because of it. 4 if you really game.
-
8 通の返信
-
Gilgameshにより編集済み: 6/30/2023 6:53:50 PM[quote]doing a dps phase over and over 6-10 times to do solo is not fun when 2 arc resist, concussive, and riskrunner is not enough.[/quote] And what are you using for damage? Or should we talk about how you seem like a dedicated PvP player
-
1 返信You're a Hunter? Why are you even getting hit?? Play Arc with Assassin's Cowl, it's like easy mode. Punch (explosion) adds dead, invis, health regained (if you needed it) no more stupid moths to worry about, no more boss lighting you up with her incessant Arc machine gun rapid fire, never reload BS. [spoiler]just like easy mode[/spoiler]
-
Arbalest and a decent rocket launcher with tracking and explosive light, I’ve been using Blowout because my Hothead doesn’t have tracking. Also before go for the last symbol switch to a chest piece with three reserve mods, fill up on heavy and switch back.
-
2 通の返信Use Briars Contempt with Surrounded You get extra damage to Lucent with it alongside being constantly swarmed by ads