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#feedback

Edited by RedKain243: 9/22/2016 1:54:36 PM
116

Archon forge feedback: Being able to hold only one token at a time sucks, CoO mechanics were better

In court of oryx you could hold unlimited runes and just put in easier runes waiting for others, it was a pretty good system. Now you put one in and leave, no chance for others to get in on some action, no chance to grind easy ones till someone comes to help do the hard ones. The system where you lose the token if you fail makes this worse because you just have to go farm another one. The whole system seems designed to punish the player rather than be rewarding. Please fix this, you shouldn't have to LFG a damn public event! Let us hold more tokens! In other archon's forge feedback, i completely agree with the [url=http://www.polygon.com/2016/9/20/12979142/destiny-rise-of-iron-impressions-campaign-review?yptr=yahoo]polygon review[/url] in that the mechanics feel dumbed down compared to court of oryx. Court of oryx T3 bosses had personality and were interesting and had cool mechanics (the fights were easier if you knew how to do them correctly - thalnok with the sword, the ogres mechanic and the acolytes and the safe zones/burning floor). Compared to that, the archon's forge bosses are really dry and boring - unlimited super strong mobs and limited cover. Its just kill shit, then kill a bullet sponge boss which is a normal mob with more HP with a ton of adds spawning. Other feedback : * Archon's forge is waaay too far inside the patrol area. We need the ability to spawn much CLOSER if we want to go there. * New players who arrive in the zone should not need to use a splicer key to get in instead of sitting on their asses until the current event is over. * The splicer key to re-enter mechanic just feels silly and grindy. You died? No key? Too bad for you, go farm some patrol some more... * Drop rates of the archon forge tokens are too low, especially in the forge itself! Drop offerings much more frequently in the forge so we can stay there if we want to. * Reward drops should be guaranteed for the player that initiated the event and possible for players who are helping with the event. Rewards should be a few points above the current character light level. There's a lot i really like in this DLC, but so far, I really don't like the archon's forge. A similar topic to this on reddit got over 1000 upvotes : https://www.reddit.com/r/DestinyTheGame/comments/53psmr/archons_forge_is_so_-blam!-ing_dumb_how_are_we_meant/ What do you guys think?

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  • I feel this… and coupled to it is the weekly Shiro bounties require you to do specific types of encounters to progress. I'm sitting at 3/4 captain encounters, killing shanks, servitors, dregs vandals. With no idea when I'll get a captain encounter. I've done at least 25 encounters. There was randomness, in T1 and T2 CoO but it didn't matter because runes were abundant and you needed to do multiple to progress to the next tier. So it worked out, and the only thing tied to tier 2 combos were the calcified fragments. Archon's Forge feels aimless and because of it the weekly bounties end up feeling like a cheap ploy to get you to grind content that doesn't have much going for it. I feel like green offerings should stay the way they are, giving you a slaughter house of fallen to murder. But I would like the higher tiers to have some actual mechanics to them. And I would like to see the requirements for specific encounters to be removed from the bounties. It seems unnecessary. Just dial up the number to 6 random completions. And if you actual mechanics to the event, have a bounty for kill a weekly named mob that spawns in higher tiers.

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