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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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.