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#feedback

Edited by Der Sheff: 11/15/2017 11:00:56 PM
60

“Dying a lot” is not the selling point for a raid, it is the death of it

“You’ll die a lot” was strongly emphasized in the latter portion of the reveal stream for Curse of Osiris’ raid lair. I feel like this is an admission of a poorly designed sandbox. That we are destined to fail. The game is rigged, so “get f*cked.” With the Leviathan as it is, failing feels like it is owed to a lesser set of tools than the difficulty of the mechanics. We are geared to lose with two weak primaries, terrible ability cool-down rates, worse health regen / resilience modifiers and, finally, ammo attrition. All of that and the emphasis is “dying a lot” has supplanted difficulty in a raid, where the biggest pain point they can introduce is a group fail mechanic due to a weak link. I, for one, am pissed. You guys developed a beautiful game with the most elegant shooting mechanics and crafted a great story. You then gutted power, removed incentive for hardcore players and lowered the bar on the endgame, yet raised the pain point for individual failure. Then doubled down on RNG loot. I don’t understand why you did it, but I hate it. I genuinely hate it. This is coming from someone who invested 3,000 hours in to D1 with 950+ raid completions. The first two months of D2, I put in 250+ hours with 30 raid completions and 25 Prestige Nightfall completions. Now, I can’t bear to log on a play. Not after the Prestige Raid. Not when the only feeling I was getting was that I was alienating friends and clan members who were not good enough. What once was a [fri]end-game is now a “you’re not good enough” game; because “dying a lot” has become your pain point. Well, congrats, you’ve broken my ability to enjoy this game. Just one more disenfranchised Destiny veteran that wants to love a marvelous game, yet has been pushed away by poor designed philosophy. Sure, I’ll log on and play from time to time, but the magic is gone. The desire to hop on and raid on Tuesday, to be the first to get a challenge emblem, etc., etc., etc. I don’t have it.

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  • I do agree that some of the Raid's difficulty is artificial in nature. I've only ever completed the Pleasure Gardens and spent a good long while on the Gauntlet, but connection issues on the part of some party members as well as the lack of knowledge on every bit of that encounter eventually led to us disbanding the run after a couple hours and wanting to come back to it later. When it's hard enough to get a Guided Game queue to pop as a seeker (And since one cannot reconnect to a guided game in case of a crash or connection issue), it means few, if any, people are willing to put up with Guided Games. I thought the whole philosophy of Guided Games was to let 3-5 Clanmates help 1-2 solo/duo players with getting a party and learning the encounters and mechanics. Some of the mechanics I've seen so far are intuitive, like having to prevent standard reclaimers from grabbing the standards that unlock the door. But the Gauntlet in particular has some REALLY strict time and team-awareness requirements that instantly wipe the raid if not painstakingly kept track of and taken into account. Before finally disbanding the party and adding each other to friends list and giving discord links, the group I got two weeks ago managed to get to the last group run of the Gauntlet, only to instant wipe before the running started because a Psion was left alive outside and mind-wiped us. I haven't been able to make an attempt at the raid since, since my clan's really suffered with recruitment and I missed my new friends' clan runs since then due to a messed up sleep schedule. One other member of my clan REALLY wants to do the raid and learn the mechanics, but in the end we just don't have enough people and the guided game queues are murder for seekers. It wouldn't be NEARLY as bad if we could be in the queue for a Guided Game and still be doing open-world stuff on one of the planets. But no, to be in queue you have to be patiently sitting in orbit doing absolutely nothing.

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