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8/27/2022 6:50:45 AM
51

Kings Fall Day 1 Experience and Feedback

Hey yall, just want to critique the balance of the day 1 kings fall experience and the day 1 raid experience in general. In short, the damage required for the first boss in DSC, VotD, and kings fall makes the event inaccessible. My clan has been damage gated at the first boss for all 3 of these raids. It's understandable that Bungie wants a solid dps check to make the raid race more competitive, but it's been a bit much for Atarax, Caretaker, and Warpriest. I hope Bungie can do some testing to find a better health total for these bosses. I'd rather not have to prepare the absolute best dps currently available. I think destiny is better when people can use what they enjoy most within reason. My team couldn't get Warpriest presumably because we didn't all have the new linear with firing line combined w either Izi or wither hoard. In conclusion, we are always excited for this event. Raids are special and require teamwork and friendship to figure out on day one. We'd rather be forced to figure out difficult mechanics than be forced to run the same load out as everyone else. Thank you to anyone who's reading this. Did anyone else have a similar experience? Cheers to all of us who will beat this first try tomorrow after challenge mode is disabled.

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  • while i understand that this is not a popular opinion, and im very sorry for those who did not have a good time on day 1, i think the boss' health bar is part of the skill gap that you need to juggle and perfect on top of just knowing mechanics and performing those properly. the boss' beefy health bar is not artificial difficulty. optimizing and maximizing dps takes a lot of trial and error to perfect your build and your team's dps strat. it is a skill, and there's more to encounters than just learning mechanics. you need to learn ad spawns, which ads drop what, best weapons to use for certain situations, where to stand under which circumstances during dps. every dps phase that we fell short of that insurmountable wall that was the warpriest's health bar we learned little optimizations we could do to increase our damage and consistency. over hours of trying, failing, and learning, we finally broke through that wall. we never thought we'd be able to do that again, much less with a tighter timer in challenge mode. after even more hours of trial and error, build crafting, and optimizations, we somehow did it. the rush of moments like that are hard to come by, and while a little bit of warpriest was rng dependent, overall i think it was a great difficulty option that forced you to balance uncertain rng elements, ammo economies, enemy spawns/buff placements, and team coordination with the base mechanics of the encounter.

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