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12/8/2021 4:41:57 PM
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Personally my least favorite dungeon. Encounters are long and tedious, half of the dungeon requires little to no shooting, bosses are bullet sponges. My first impressions of a dungeon are always from a solo run and I don’t doubt that this dungeon is fine when played with 2-3 players, but it is miserable solo.
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  • Bruh. Assuming you’re a three man stack, you can easily burn the bosses down in like, one and a tenth of a phase. Are you DPSing with a bow?

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  • Clearly didn’t read my like two sentence post :/

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  • [quote]Personally my least favorite dungeon. Encounters are long and tedious, half of the dungeon requires little to no shooting, bosses are bullet sponges. My first impressions of a dungeon are always from a solo run and I don’t doubt that this dungeon is fine when played with 2-3 players, but it is miserable solo.[/quote] The only encounter that’s kinda long is the Fallen Shield. The only way the bosses are “long and tedious” is if you’re trying to DPS everything with your primary lmao. These bosses aren’t even close to tanky. And if your judgement is based off solo runs, you might just be a garbage can lmao. This is, regardless of group size, easily one of the most easy going dungeons.

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  • Personally have no problem with the “difficulty”, simply don’t find it fun. It’s tedious and every encounter feels like a complete drag solo. I’ve solo flawlessed every dungeon to date and always do my first run solo blind, so I think I can say that I’m not new to this type of difficulty. It’s almost like people can have opinions different than yours, what a scary thought.

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  • Calling it generally “long and tedious” is just fundamentally not true, especially when you compare it to other dungeons dude.

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  • What defines tedium is subjective, and when someone feels like the thing they’re doing is tedious and boring, it feels like it takes longer. I’m not making any statements of fact, I’m simply stating my opinions.

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  • Your comment about them being “tankier” is also complete nonsense, considering that is also just straight up wrong.

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  • I mean you can pull up objective numbers and I won’t care. Whatever you say probably won’t sway my opinion, to be blunt. That’s how I feel about it. They definitely have large health pools, I have enough experience in this game to assess that and I can do basic math to estimate it without an exact number. They may not be anything wildly out there, which is why I barely emphasize lowering their health as a solution, but the boring, repetitive actions it takes to get to damage phase solo combined with their health pools make it feel like they are unnecessarily tanky. Dungeon bosses with similar health (Zulmak and Kell Echo come to mind) have much more action happening before damage phase, have longer damage phases, and/or have more engaging damage phases, in my opinion. The final boss of this dungeon feels more like a test of patience rather than a test of skill as you pepper away at the two spongy targets to even begin collecting the debuff safely, then you get to do a damage phase after like 5 minutes of doing nothing interesting, which in itself isn’t anything special. It’s boring, but you can disagree.

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  • “Long” definitely isn’t an opinion, considering the length of content is pretty objective. This dungeon isn’t really standing out in terms of length. It’s mechanics aren’t even asking more of you than any of the other dungeons might be asking.

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  • Length is objective but how a person experiences it is subjective. My opinion is that they “feel” long. You have the right to disagree.

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  • Edited by ChuckFinley: 12/8/2021 10:41:42 PM
    I’m not sure what bosses you are calling “bullet sponges” if it takes two and half phases to kill them solo. Go play D1 strikes and you’ll see what bullet sponges actually are like. I don’t mean this as a hostile response but reading back, it can come off like that. Sorry if it does.

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  • They’re definitely spongy for this game. I get it Destiny 1 had spongier enemies but there’s a reason why they aren’t that spongy anymore. Three damage phases isn’t really the problem, at least not in isolation, it’s having to go through incredibly tedious and time-consuming mechanics to (safely) reach damage phase when solo. That makes 3 damage phases feel like 6. Dying right at the end is like 20 minutes of wasted time.

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  • That doesn’t mean I don’t think there’s a lot good going on. The traps are interesting, although I don’t really see how they add value after a first completion and I honestly think they overstay their welcome on a first completion. The sparrow section is interesting but feels like, in addition to the rest of the dungeon, takes too much time away from shooting. And the second encounter where you destroy the shield is unique but should probably only take 2-3 bombs and it’s clear that the physics engine in this game wasn’t meant for tasks like this (sometimes the balls will just go off in the complete opposite direction or off the map because of the slightest inclination in the land). Both boss fights are fine but the first one should have a little less health and the second one just needs to straight up remove the sniper shank and make it take less debuff to start the damage phase. Overall lots of good ideas but I think their execution was quite poor.

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