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originally posted in: Difficulty chat
Edited by Hawpy: 7/7/2023 10:27:37 AM
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At this point, it feels like Bungie have tried every way of altering difficulty. They've played with enemy health and enemy density, tried adding timers, mechanics, modifiers, loadout restrictions and level caps, made us prepare loadouts in advance to deal with Champions and Match Game etc. Not all of these were hits, but no matter what they do, it always upsets [i]someone[/i], and that's an unfortunately common theme with this game. You see it with changes to balance and matchmaking systems too. It's impossible to satisfy everyone, and the players who don't like a new change are far more vocal about it than those who do, so they end up changing it again and upsetting a different set of players. The other side of the coin is our power, which has hugely increased over time. The best showcase for this is old Dungeons, Shattered Throne in particular. It now feels like the bosses in there would die to a slight breeze, because we've outgrown the difficulty they were set at 5 years ago. Back in D1, just completing a Raid and beating the boss was good; now, it feels like a disappointment for many teams if they take longer than two damage phases. If something new takes three phases or more, then people whine than it's overtuned and needs to be nerfed. In the power cap system that we have now, Legend difficulty was the biggest casualty. Many players were happy to do stuff at that level because it was easy, and they felt like they were accessing the endgame. The changes came as a shock to people who don't regularly play beyond that. What's not talked about enough, though, is that Master Raids, Master Dungeons and GM Nightfalls all got easier at the same time. There is also a hypocrisy between people saying they love the difficulty of the Legendary campaigns, but hate Legend difficulty, even though both are -15 power.
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  • I agree I feel like they have done a lot of different things to make the game more attentive, Champions feel nice in nightfalls and story missions, I think. I was just surprised when they decided to nerf our resilience and buff our enemies in one fell swoop. I also understand trying to have to find the right balance of upset/happy people or people who might come around to it, but I feel like this has shied me away from harder activities and enticed easier longer play time for no different rewards. I agree new weapons and new powers make older activities look like a breeze but I like hoping on and doing the current stuff, I don't wanna have to wait a couple of months to then enjoy something because it's finally at a difficulty I can enjoy, and not for good reasons. I think having 3-4 phases is healthy, most raid bosses wipe at that count and it feels right for most of them. I feel good getting bosses done faster sure but I don't think that should be the goal post. I understand dungeons don't have timers either which is nice and allows teams to get comfortable with mechanics no matter the skill level but to have bosses take 5-6 phases feels sluggish and unworth my time sometimes. While I miss the old legendary difficulty, I don't [b]hate[/b] it being the new base line for all activities but I wish they kept matchmaking for Playlists for the next difficulty up too. I don't do many Master Dungeon/Raids as they never really interested me but GMs don't feel easier to me, I feel like im crawling through them slower now than I ever have before. I like legendary campaigns and like the legendary salvage but the legendary difficulty in some activities, some other feels difficult likely do to the enemy density and other forces but I don't have many issues with that tier of difficulty.

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