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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

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  • Personally, I don't agree that it should scale to fireteam size, and this is coming from the experience of solo flawlessing each Dungeon that has been released so far. What it needs to make it better, is to scale the [i][b]damage phase window[/b][/i] to fireteam size. Give the longer window to the solo player and the shorter one to the three man fireteam. I haven't finished my solo run but by my estimations it is going to take me 9 damage phases for the first boss, which is of course 18 cycles of the mechanic. This is borderline insanity to expect players to slog through for not even being the final encounter. The amount of time given for the damage phase is barely enough for me to empty my Grenade Launcher and use up a Geomag boosted Chaos Reach before the boss goes immune, which is far too short. I'll get it done but I'm not thrilled about it. So far the Dungeon is giving me flashbacks of Ghosts of the Deep, and I really hated running that Dungeon. Between the instantly respawning adds being impressively annoying to the even greater over-inflated boss health pools, this does not feel enjoyable. I would place this between Ghosts of the Deep (being the worst) and Duality(at 3rd place), for the worst Dungeons released so far, and that is saying something considering how much I enjoy the Bray lore, though I will need to run it a few times before I really get to know it. I will say I do appreciate the Class Item being behind a puzzle instead of being part of the loot pool, plus the ability to focus a reward, which is a nice improvement.

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