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11/22/2024 1:22:05 AM
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Scaling Dungeon Boss Health for Solo Players: A Call for Balance in the Corrupted Puppeteers Encounter

Dear Bungie Team, I hope this message finds you well. As a dedicated player who has accomplished solo flawless runs in eight out of the nine dungeons in Destiny 2 minus vespers Host final boss fight, I want to share some insights regarding the recent dungeon encounter with the "Corrupted Puppeteers." Having faced this challenge and made it solo flawless up to the Corrupted Puppeteer , I strongly believe that scaling boss health and encounter mechanics for solo players could greatly enhance the experience, ensure fairness, and maintain the integrity of the game’s design. ( Argument for Scaling Boss Health and Mechanics ) 1. **Challenge vs. Frustration**: The essence of a dungeon is to provide a challenging yet rewarding experience. However, the "Corrupted Puppeteers" health pool feels disproportionately extreme for a solo player undertaking a task meant for a fireteam of three. This boss has more health than some raid bosses in six-player activities, which feels excessive for solo play. While creating a difficulty curve is essential, when the challenge transcends into frustration, it can dissuade players from even attempting solo runs, impacting the engaged community that enjoys these challenges. 2. **Puppet Density and Radiation Bubble Radius**: The number of radiation puppets significantly complicates the solo experience. With a potentially overwhelming number of puppets and their radiation bubble, which has an expansive radius, it becomes nearly impossible to manage independently. As puppets can quickly swarm and limit mobility, the requirement to simultaneously grapple with their mechanics and the boss's attack patterns shifts the gameplay from skill-based to a game of chance, with the player’s survivability often determined by random puppet behavior rather than careful strategy. 3. **Telegraphing Mechanics**: For accessibility, particularly for colorblind players, the visual cues during the encounter must be distinct and properly telegraphed. The current on-hit KO lightning can feel overwhelming and may lack clarity for many players, making it difficult to react and adapt effectively. Improving the predictability of these mechanics would benefit all players, ensuring that awareness and skill can be prioritized rather than frustration due to unclear visuals. Conclusion In conclusion, scaling the boss's health and rebalancing mechanics like the number of radiation puppets and their extensive radiation bubble for solo players could lead to a significantly improved gameplay experience. It would create a more level playing field for those who wish to take on these challenges alone while still retaining the essence of the difficulty that solo flawless dungeons are known for. I appreciate your continued work on Destiny 2 and your commitment to listening to your community. Thank you for considering this perspective. Best regards, Z#0757 A Dedicated Guardian

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  • The real issue isn’t the difficulty, it’s the fact that everyone thinks they are entitled to everything. You don’t NEED to get the solo triumph, it’s a bonus challenge and if you can’t get it, the world will go on. Just because you watch streamers do all these things doesn’t mean you are entitled to earn those things too. Try your best and if you can’t, no harm done.

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  • I disagree on scaling. But I do think they need to tone down dungeons at this point. OR triple the loot for the amount of effort. I can go do older dungeons that are easier yet get the same loot? Nah, that is stupid.

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    • Edited by xbroggiex: 11/24/2024 2:24:16 AM
      Don't listen to most of the "b-but some people did it in 2 phases solo!!" as if most people will run that setup or have the time to dedicate to having the stars align. A lot of those people also used the cheese spot in the boss room which is wholly ironic considering they are criticizing you for your post. But anyway its just an issue with the design and even with 3 players its just too much health on some of these latest dungeons. Obviously with that statement bozos will come out the woodwork to counter it but the real truth is if you want to kill any boss in a reasonable amount of phases even in a team you better be spam swapping weapons like its DOOM Eternal and have god tier weapons because otherwise enjoy repeating the mechanics a bunch. 3 players with pretty much most weapons should be 2 phasing bosses with the slight increase to a 1 phase with just better perk selection. This dungeon also just sucks compared to Warlord's which had its mechanics sort of cascade so you were always progressing towards damage phase with little downtime while in Vesper's its just lots and lots of downtime doing a bunch of boring mechanics to get to damage phase.

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    • Just bake solo operator into all dungeons if you're running solo and the SF challenge would be perfect, IMO. Honestly the Vesper mechanics are pretty easy and the jumping puzzle is one of the easiest as well. Solo Op would shave the required damage phases off by 1-2 while keeping the intended difficulty the same. For context: I've done every dungeon SF.

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    • Sure, there should be an option to have it scale. But if you select that option, you don't get the solo or solo flawless emblem and any triumphs associated. Seems fair. You give up the shot at the emblem for not doing it on the difficulty it requires but still get loot.

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      • Hell nah. Solo Dungeons are meant to be challenging (outside of Powercreep). Completely removing that via scaling it to solo players will ruin the distinct challenge that these Solo players achieve.

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        • Dungeons are meant to be played with a fireteam. Downvote.

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          • Dungeon boss health is getting high, but we're also constantly getting stronger. Pit of heresy's boss only has about 3 mil hp, which is an easy 1-2 phase, even playing carefully. I know people bring up the videos of people 2 phasing the boss on whatever characters, and while it's completely unrealistic for 99.999...% of players. It does, however, show how powerful we are, and that boss health does need to be substantially higher than back when dungeons first came out. In my case both of my solo's have been 4 phases or barely 5 if i played extra safe. This dungeon is the only one that I personally would advocate for more risky/higher dps strategies then the safer because I wanted to minimize the times I had to do the setup since that was, by far, the more dangerous part for me. Ultimately, I don't think the boss has too much health since every class can pretty comfortably get a 4 - 5 phase done, and thats on the longer sides of how long it :should" take. I just think it takes too long to get to dps, which really drags out the fight. I would personally rather double the bosses health and only have to do the setup once. Warlords boss has a good amount of health, but it's not seen as that big of a deal since the time between damage phases isn't very long and it feels like one long fight instead of short windows of dps with long setups. The radiation is annoying and really feels like it extends past the bubble. I did find going counterclockwise ( so you leave the door you came in and enter from behind the boss) between the two rooms to be easier on both the trip mines and the radiation puppets. It's also worth taking a few attempts to study the puppets' pathing because, while it is predictable, it is super weird. Sometimes, by trying to run away, you end up screwing yourself over when you could have just stood still and let them run off to wherever they want.

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            • Edited by Hawpy: 11/22/2024 6:16:58 PM
              Visibility of the lightning strikes is a very valid point, even without considering it from an accessibility perspective, so I don't think anyone would have complaints about altering the VFX there. Boss health for solos has been a longstanding debate and I am on the side of it not scaling with fireteam size. When a Dungeon is new, a solo boss takes 3-4 phases once people have figured out the best setups. Given that a full fireteam usually takes 2, I think 3-4 for one person is perfectly reasonable. If it's taking longer, then there are inefficiencies and/or mistakes being made, or the general play is too cautious. Soloing a Dungeon has always been a test of endurance - being able to keep your focus and consistency for that length of time - but dragging it out to 6 phases by playing passively will work to your detriment because you're making more chances for a mistake to creep in. Especially now that the red room has been made easier, the mechanics of getting to boss damage are pretty much free; the only risk is the Radiation from the unpredictable clones, which isn't [i]too[/i] bad. Unless you're farming for ammo, there's no reason to hang about in the first two parts of the fight. Go fast, try not to stop moving and abuse the places where the clones can't get to you

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            • Wont happen. In earlier dungeons they wanted more people to experience the thrill of having soloed them. They've since shifted to only wanting the most skilled players to experience that. This is how dungeons are now.

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            • Yes it should have solo scaling

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            • I think dungeon boss health has become an increasing problem with solo dungeons. The corrupted puppeteer has more health than Rhulk and raid boss. That is plainly absurd. I think fireteam scaling isn’t too bad of an idea, it just depends on how hard it scales. I think it should scale to a point where with the best weapons in the game it’s at most a 3 or 4 phase. I think Kell echos health is a perfect amount of health for a dungeon boss when solo. You could take that as a minimum and take where it is as a max.

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              • Bungie don’t implement fireteam size scaling for dungeon bc they are evil lazy greedy and ignorant. They just want you to spend more time not having fun time.

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              • Great players are already able to 2 phase on any class.. I think the Puppets health pool is low enough...

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              • I've only solo'ed 3 easier dungeons so far, but I agree. Also what a nice, well structured post.

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              • Entitled gamer post #18725384855

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                • I do not agree with health scaling to the fireteam, though I do advocate for scaling damage phases. However that particular window is already relatively long, so it needs exactly one change to make it a great encounter. I would suggest either of these options: - Reduce the boss health in general, as it is extremely high already on top of everything else, and a prepared team is going to one-phase anyway. - Reduce the number of damage pools in the arena or have them follow the player's location like Brig missiles or the Triangle attack during the Salvation's Edge boss fight if the goal is to prevent us from standing in one spot. - Have the clones also remove health from the boss when killed, a bit like chipping away at the health pool each time you get rid of one of the clones.

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                  • 0
                    You guys really come on here and cry hard to make things easier

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                  • [quote]Dear Bungie Team, I hope this message finds you well. As a dedicated player who has accomplished solo flawless runs in eight out of the nine dungeons in Destiny 2 minus vespers Host final boss fight, I want to share some insights regarding the recent dungeon encounter with the "Corrupted Puppeteers." Having faced this challenge and made it solo flawless up to the Corrupted Puppeteer , I strongly believe that scaling boss health and encounter mechanics for solo players could greatly enhance the experience, ensure fairness, and maintain the integrity of the game’s design. ( Argument for Scaling Boss Health and Mechanics ) 1. **Challenge vs. Frustration**: The essence of a dungeon is to provide a challenging yet rewarding experience. However, the "Corrupted Puppeteers" health pool feels disproportionately extreme for a solo player undertaking a task meant for a fireteam of three. This boss has more health than some raid bosses in six-player activities, which feels excessive for solo play. While creating a difficulty curve is essential, when the challenge transcends into frustration, it can dissuade players from even attempting solo runs, impacting the engaged community that enjoys these challenges. 2. **Puppet Density and Radiation Bubble Radius**: The number of radiation puppets significantly complicates the solo experience. With a potentially overwhelming number of puppets and their radiation bubble, which has an expansive radius, it becomes nearly impossible to manage independently. As puppets can quickly swarm and limit mobility, the requirement to simultaneously grapple with their mechanics and the boss's attack patterns shifts the gameplay from skill-based to a game of chance, with the player’s survivability often determined by random puppet behavior rather than careful strategy. 3. **Telegraphing Mechanics**: For accessibility, particularly for colorblind players, the visual cues during the encounter must be distinct and properly telegraphed. The current on-hit KO lightning can feel overwhelming and may lack clarity for many players, making it difficult to react and adapt effectively. Improving the predictability of these mechanics would benefit all players, ensuring that awareness and skill can be prioritized rather than frustration due to unclear visuals. Conclusion In conclusion, scaling the boss's health and rebalancing mechanics like the number of radiation puppets and their extensive radiation bubble for solo players could lead to a significantly improved gameplay experience. It would create a more level playing field for those who wish to take on these challenges alone while still retaining the essence of the difficulty that solo flawless dungeons are known for. I appreciate your continued work on Destiny 2 and your commitment to listening to your community. Thank you for considering this perspective. Best regards, Z#0757 A Dedicated Guardian[/quote] Nah...

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                    • 2
                      Artisan
                      Artisan

                      D2 8700+ hours - old

                      I think they need to give options. Whether you're in a pair or a trio shouldn't be the determining factor of challenge or, frankly, of tedium and enjoyment. The game should absolutely scale, mainly the boss health or adjusting the damage phases lengths in some cases AND have the user-option to pick your mode and be rewarded appropriately for it - not the same rewards with a token bad graphic. Essentially Fireteam members aren't difficulty selectors. In a Trio you often want an extra challenge that at the moment you can only get BY BOOTING OUT your fireteam members - that's ridiculous! Soloplaying you might want the same level of difficulty as is standard in a three, especially given you only get the same loot. Difficulty selectors are difficulty selectors, and fireteam numbers should have no influence.

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                      • No.

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                      • No, you didn't need boss scaling before you don't need it now. Git gud

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                          How many times today are you going to post this same thing

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