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9/4/2022 4:58:18 AM
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The game scales enemy health and damage. In a sense already has a bit of SBMM. That’s why you’re not 1-shooting a boss in a 1350 lvl activity when you’re 1570+.
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  • This. Though whatever they did for legendary campaign difficulty should become a selectable option. That was almost the perfect difficulty. Fairly hard to solo and ramped up the more players you had with you.

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  • I rather disliked where the difficulty was scaled for fire teams. The game felt easier to play solo, and it was more punishing because you had nobody to revive you. But with a fire team it was as though Bungie scales it assuming you’d be team shooting every single enemy, while standing in a healing rift. It felt like Legendary playing solo and felt like at least Master in a fire team. Even just one person leaving, and making it just two players felt like it made a huge difference in enemy health and damage being less. Although aggression seemed to be tuned higher still than solo. But yeah, solo felt alright. Good amount of challenge. I still wish Bungie could tune difficulty better than just “more health more damage. Done!” When in Halo they had AI that got more dynamic. Destiny seems like the perfect game where higher difficulty enemies would display different abilities you have to contend with that make them more challenging. Not just making them bullet sponges that can one-shot you. Also damage gated boss immunity needs to go away and never come back, at least not for a long while. It’s over used. It became so boring and predictable in the campaign, and the game needs your super to only do a specific amount of damage (just 1/3 of health), even if the super could have done more in a single blast. It’s a creatively deficient artificial difficulty to just drag out a fight.

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  • Damage gates are there because we are comparatively too powerful and can almost burn down every raid boss in one or two phases. If the damage gates weren’t there, boss fights would be trivial. That or they need to tone down the damage burst of Hunter supers. A team of Hunters can delete bosses in almost no time.

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  • I’d almost rather a boss just have more health to offset. Frankly we should be powerful. In the campaign I had to 3 phase some basic -blam!- cabal with no super powers. lol But it’s still way too over used. It’s like everyone BUT a guardian can make themselves go immune. It would seem our enemies have the power or technology to kill is without much fuss. It can make sense mechanically, but doesn’t thematically. and again I’d waaay over used. They can have a three round structure without making us feel too weak to end something. Two to Three different boss enemies. Having to break a shield and/or armor before you can then damage the boss to finish them off. Even having more than one form. There are lots of ideas to basically do the same thing without doing the same thing.

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