Edit: I really don't understand the down votes, I knew the general community was generally against the well being of solo players, but this is a little ridiculous.
If you are going to design the follow on to Court of Oryx to be Archon's Forge, it is a nice design in general and I do enjoy playing it.
HOWEVER, there are things that NEED to change. Beyond the changes that the community have already cried for like stackable SIVA offerings, the little things matter the most. If I'm too lazy to LFG or pull friends into a fireteam to run Archon's Forge and I don't have a Perfected offering (read: it's either fused or enhanced) and I want to solo the public event, which is easy to do, I shouldn't have to worry about dying wasting any efforts of farming the offering and starting the event. Honestly... If I'm absolute and I try to duck around a corner only to find a silent exploding shank that was staring at the ceiling or floor is triggered and kills me, I should have enough time to respawn (5 seconds on the counter), get the splicer key into the kiosk, have the door open, and drop back into the arena with at least 15-20 seconds to spare before the event ends.... The timer is so short that the damned door doesnt even open fast enough to the point you can barely see the fallen before the encounter ends. Right now the encounter times out with no one in the arena at about 10-15 seconds.... Just boost that time out to 30 seconds and we are all good. Court of Oryx only gives you 20 seconds but you can walk right through the door (you respawn at about 11 seconds to return to the arena and can run through the door within 4-5 seconds leaving you 6-7 seconds to be slow at life and still continue the encounter). Also, if you fail in the court of oryx you keep your rune....
This issue of Bungie making it take too long to be able to spawn back in and open the door wouldnt be so bad and almost no-one would complain about it (looking at solo players that spawn into an empty Archon's Forge) if we were able to keep the SIVA charges if we fail...
Fix this Bungie!
P.s. I had a topic on this yesterday in feedback but some jackwagon down voted it into obscurity within minutes of the thread being created... his solution was "just don't die" which is fine and dandy but that's not a solution to the issue.
-
Edited by Zero the Remnant: 10/20/2016 11:47:07 PMWow. After reading the Warzone in this thread I am just going to say my part and leave. Reading the OP. I never once saw him ask for free loot or a hand out. I myself admit the door in Archon Forge is frustrating. I myself also dislike dieing. So I try not to. To me when I have died in the Forge (used a perfected offering by mistake when I was 343 light) I was surprised to see the forge end so abruptly. Now I see validity on both fronts... Archon's Forge is a Public Event. All Public Events thus far have been Soloable. Which is how it should be as they cannot always guarantee a group. At the same time... Public normally refers to an area filled with groups of people. Both sides agree that... Death should have a penalty. Some say Splicer Key, others say Failure. I however believe in balance & compromise. If the Forge is going to end upon death of the offering user. Then 1 of 3 options things needs to be implemented. [u]Option 1: The OP's request: Expand the re-entry timer.[/u] The encounter timer alone is designed/clocked in so that too many deaths (just like Court of Oryx) will guarantee you fail. The exception being Perfected Encounters. [u]Option 2: Remove the Encounter Timer[/u] The Health of the Perfected Bosses are ridiculously high for the timer tied to the event. I have seen groups of 6 fail due to time alone. (I sat back and watched. From the Key Terminal. I was 345 light at that time. I wasn't going in there.) If Offering User Death/Team Wipe equals Event Fail. Then let that be the Fail Condition. Period. To be blunt...if I die. I fail. Fair enough. [b][i]BUT...[/i][/b] Allow me the chance to use my skill to kill the HP sponge boss if that is the case. Let me time my shots on exploder shanks, have the option to recharge the Axe, and formulate/apply a strategy. The Matchmaking issue is not going away. Just look at Court of Oryx. So, there will not be hoards of players running in to save the solo player. Hell I can count on 1 hand how many times I've had players join me in the Forge. [u]Option 3: Scale the Encounter to players present.[/u] Plain and simple. If 1 player, then Enemy hp, damage output, and AI should account for that. If 6 players, then Enemy hp, damage output, and AI should account for that. Keep it Challenging, and in the enemy's favor obviously. Most players enjoy the challenge. However, just like in Year 1 of Destiny... Players do NOT enjoy HP sponge bosses. The Perfected Bosses are Valus Ta'Arc all over again. Off-Topic: [i](Even worse...the Bosses have an AOE almost OHK stomp....but the Forge encourages players to use the axe...a melee weapon. See the problem?)[/i] The encounter should grow in power as more players join, lose power as they leave. The Borderlands series does this in the blink of an eye. If some stranger joins my Archon's Forge then make my enemies tougher. If they run away, then scale the enemy back down. If I die at any time (like it is now.). Then I lose my offering, some pride, & have to live with the shame of it. Fair Enough. Also it should scale to the Light lvl of whoever used the Offering. So it remains challenging. If a 390 uses a Perfected offering he/she should be facing enemies scaled to light lvl 390. As for loot... 1 Guaranteed pc per Offering is fair to me. If you get more...then lucky you. But atleast 1pc. I detest using Perfected Offerings and getting no drops. That is my 2 cents. I won't argue like that other guy. This was just my opinion. But perhaps it will be something folks can agree on as... Death STILL carries a heavy penalty. No one is getting a free meal/ticket/pass. Encounters remain challenging. My suggestions just make things more balanced/skill based. Hell you can't even get Max Light (minus Ghosts and Artifacts) from the Forge. Regular ole Crucible however does. You [b][i][u]CAN[/u][/i][/b] however afk/get a hand out in that activity... I see no rage going on over that. Edit: I personally would prefer option 3. Death = Loss Content = Challenging Enemies = Balanced