JavaScript is required to use Bungie.net

Destiny 2

Discuss all things Destiny 2.
10/13/2024 5:00:47 PM
33

Solo Dungeons, Multiplicity (Fireteam scaling)

With Vesper's Host being easily the hardest dungeon now and especially the hardest dungeon to solo, it really should've been time to start adding Multiplicity to it. Boss health pools are having to keep up with 3 people and it's really making the solo experience suffer. You specifically want people to solo this, it's part of the seal and it's part of the solo flawless emblem. So when are dungeons going to start having fireteam scaling (multiplicity) ? I am all for the 3 man being how it is, but you can't just keep ignoring the solo health pools/scaling. Solo players should be able to figure out how to get all the mechanics done on their own, they shouldn't have to deal with an extra 5 or 6 damage phases of the bosses just because there's no fireteam scaling. I really wonder if this will ever be added because it's been requested since at least Ghosts of the Deep when the bosses health pool for solo was absurd. Would love if anyone could give me a heads up on whether this feedback has been heard. Thanks

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • Edited by Artisan: 10/13/2024 6:27:03 PM
    I think Ive asked for this as much as anyone, here and on former Twitter. And....nada. Hundreds of total posts here, hundreds. I sent clips of Noseworthy and the entirely valid justifications he and Bungie made for adding fireteam size difficulty scaling to WQ Legendary Campaign equally applicable here, to multiple members of Bungie staff and the community (AKA streamer support) staff. I asked for this to be rolled out further, in particular to Dungeons and other 1-3 man quests. Again, no replies from Bungie staff. Often it isn't even the difficulty that's in question. It is the overwhelming sheer monotony of having a third of the firepower in narrow damage phases. It makes paid content that would be enjoyable so boring and tedious that its just unbearable to do. This is aside from the lack of (self)resurrections and that with that level of drawn-out, slow chipping-away needed we are exponentially more likely to make one mistake and so need to do the whole...damn...boring...thing all over again. It compounds the worst, least interesting aspect. When we need more and better content, scaling Dungeons should be a no-brainer. A challenge mode should still be available AS AN OPTION, not forced only upon solo-playing. The rewards of that should be better or more loot too, not a mere "triumph" checkbox (well done, you suffered through this non-design which we're now spinning as a "feature"). Personally I dont care about titles, but I do care about more content in a player-set range of difficulties - not just one which mutates according to fireteam size making them unreasonably too tedious or alternatively far too easy all for the same rewards.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon