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Destiny 2

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10/13/2024 5:00:47 PM
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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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  • This is going to be a long one so prepare yourself accordingly. The problem that dungeons are facing is that dungeon mechanics have evolved mechanics-wise so much from where they started, that solo players end up taking more time to get to damage than full fireteams. Look at the first three dungeons that came out: [u]Shattered Throne[/u] Mechanics are super simple and don’t take long to get to damage phase. Both bosses have smaller health pools (even at release) that means that damage is not tight. A fireteam of 1 will take similar time to get to damage as a fireteam of 2 or 3. [u]Pit of Heresy[/u] Boss requires three enemies to be killed a ball to be dunked to get to damage. While this does go quicker in a fireteam, a solo player can do this within 3-4 minutes if they are efficient. Therefore, the time between damage phases doesn’t feel like a slog. [u]Grasp of Avarice[/u] Both bosses take the same amount of engrams dunked to reach damage, so an efficient solo will take the same time to get to damage. The mechanics behind these three dungeons don’t take too long, so a solo player doesn’t feel at such a disadvantage compared to a full fireteam. Now let’s look at the last three dungeons. [u]Ghosts of the Deep[/u] First boss mechanics take a good amount of time to complete, complemented by a boss shield and large health pool. The final boss takes a long time to complete mechanics, which is tripled as a solo player. Combine that with a boss shield and a large health pool and you have an insanely long solo experience. [u]Warlord’s Ruin[/u] First boss takes twice as long as a solo, and can end up being pretty long (especially because the minibosses glitch out sometimes and won’t drop the totem. Final boss takes same amount of time as a full fireteam, but your damage time is cut in half. A solo will end up doing 1/6 of the total damage a full fireteam would do. [u]Vesper’s Host[/u] First boss takes a moderate amount of time to get to damage. Can’t really be sped up with more people. Damage phase is short but the right tools will make it fine (I actually enjoy this boss a lot). Final boss takes a long time to complete mechanics, which can be cut in half by splitting the roles. Damage phase is terrible for a solo, as you MUST focus on staying alive over damage since the entire arena can become a hazard. Combine this with the health pool of a raid boss, and you have an abysmal solo encounter. [u]The Takeaway[/u] The first three dungeons have simpler mechanics and smaller health pools while the last three have typically longer mechanics and larger health pools. The first three are a breeze in a full fireteam while the last three feel good. The first three feel good as a solo while the last three are a slog. The only thing that can fix this discrepancy is a change in health pools based on fireteam number, as any other changes will destroy the integrity of the dungeons. A health pool for solo players should align with bosses from the first three dungeons, and the health pool for fireteams should align with the last three. This will keep the challenge of the dungeon the same for solo players, while reducing the slog of doing an absurd number of damage phases. Thank you for coming to my Ted Talk.

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