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8/27/2022 6:50:45 AM
51

Kings Fall Day 1 Experience and Feedback

Hey yall, just want to critique the balance of the day 1 kings fall experience and the day 1 raid experience in general. In short, the damage required for the first boss in DSC, VotD, and kings fall makes the event inaccessible. My clan has been damage gated at the first boss for all 3 of these raids. It's understandable that Bungie wants a solid dps check to make the raid race more competitive, but it's been a bit much for Atarax, Caretaker, and Warpriest. I hope Bungie can do some testing to find a better health total for these bosses. I'd rather not have to prepare the absolute best dps currently available. I think destiny is better when people can use what they enjoy most within reason. My team couldn't get Warpriest presumably because we didn't all have the new linear with firing line combined w either Izi or wither hoard. In conclusion, we are always excited for this event. Raids are special and require teamwork and friendship to figure out on day one. We'd rather be forced to figure out difficult mechanics than be forced to run the same load out as everyone else. Thank you to anyone who's reading this. Did anyone else have a similar experience? Cheers to all of us who will beat this first try tomorrow after challenge mode is disabled.

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  • What's truly sad is it is day 3 and I don't have a clear even. I spent the whole day yesterday shuffling through LFG groups, most of them didn't even know the raid. Get it all explained someone leaves and then have to explain all over again to the new guy. All of this while basically babysitting making sure everyone is positioned right, doing the mechanics right. Running Aeons because nobody else has them. Doing the harder mechanics because nobody wants to do them. Clearing the most ads because they sure as heck aren't. It's sad to me. The mechanics of the raid are simple when executed properly. There are so many guides out, why not watch one thoroughly before you join an lfg raid? Just a rant. The casual community in this game ruins it for me. I'd rather play with above average gamers and get it done.

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    • 1
      I’m honestly very upset. Last few hours my team and I got to the end boss on challenge mode and the servers were pretty much crashing and we didn’t get the clear. This is honestly getting old and it needs to change. Make two emblems one for contest and one for challenge modes because now my team has to live with that devastating loss and all the work for nothing.

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    • My teams have had to bow out of the raids after beating the DPS checks every time just because of how long they took. Caretaker’s health on day 1 looked to be somewhere in the ballpark of 25-30 million considering I alone had 6.5 mil on one of my runs that failed at the final stand. Warpriest was actually impossible without Aeons for heavy ammo regen.

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    • I know a guy that got in an LFG and got day 1. He doesn't play much and doesn't have optimal load out options by any stretch. It's about the TEAM, not the requirements. That's him I didn't have a team and got it like hr 25. Oh well. Had people with absolutely no clue how to do a D1 version in day 1. Sub optimal for me. That's me Then there's OP. Your team has an issue with dps clearly. Go in next time with more prep.

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      • Yeah… The insane dps check that requires near best dps in the current meta was [i]very[/i] annoying. It’s even worse considering that enemies weren’t even a problem for my team and we cleared totems relatively fast. But needing aeons and killing the knights at the last possible second and having the god rolled linears and snipers… It’s just [i]too much[/i] in my opinion.

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        • Edited by Hawpy: 8/28/2022 2:08:11 AM
          Yeah, I have to agree. The LFG team I was with had one solid run where we got as long a damage window we could every time and used all 4 damage phases with Izanagi-swapping Stormchasers, Wells and a Div, barely did 60% of Warpriest's health. That despirited us, because we had no idea what we could do to almost double our damage when everyone was using meta loadouts and playing well. Everyone has to be using a meta loadout, play flawlessly, stack every buff and debuff at all times [i]and[/i] the whole team has to get lucky with ammo all throughout. Having seen what Warpriest Challenge Mode is, I'm astonished that any team was able to beat it, given how much DPS time you have to sacrifice just to avoid an instant wipe.

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          • Day 1 is meant to be for the good teams with optimal loadouts and prep. That’s not you or me but don’t cry about it

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          • 3
            95 percent of destiny is meant for the casual player. And there is nothing wrong with that. But the 2 times a year we get contest mode in a raid for us "sweats" it is what we look forward to. Let us have it. Sorry it is a difficult test for you, and I hope you all use contest to make you and your team better players. Until the next one

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            • Edited by Char: 8/28/2022 3:27:50 PM
              Some of the best weapons for killing are craftable lmao, if you don’t want to prepare best dps strats log off and wait for the Khackis guide day 2

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            • sorry, but its supposed to be hard. that's what makes it rewarding

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              • Totems is to long warpriest had to much health and will probably be a joke at reset golgorath perfect daughters is fine oryx is eh

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                • Only the most die-hard people who eat, drink & sleep Destiny can get these day one raids & challenges done. Casual players don’t have a snowball’s chance in hell.

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                  • What’s funny is that you think that Bungie actually does play testing.

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                    • As someone who managed to clear it Day 1 with the exception of Daughters (Called it after Golgoroth, my clan finished and I could only find an Oryx cp), I do agree that the difficulty curve with some of the contest bosses is ridiculous. Warpriest took 7 hours. Golgoroth was an easy 2 phase once we switched to a Warlock heavy team for damage, couldn't have taken more than 2 hours. Oryx was the same when I hopped in with a new set of LFG teammates, 2 hours and done. It feels like Bungie could tune certain bosses better for Contest.

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                      • Edited by GakMan: 8/28/2022 11:38:05 AM
                        [url=https://www.msn.com/en-us/entertainment/gaming/destiny-raid-easter-egg-finally-becomes-important-in-kings-fall-d2-version/ar-AA119TJX]dunking for ToM catalyst[/url] thought I would share. good luck guardians :)

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                      • I liked it ,just need to fix the galgororgh ear destruction 😅

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                      • Now contest mode is off the raid is actually extremely easy. Reeds regret, threaded needle, stormchaser... arableast in primary. So whilst I don't have time to fully prepare for contest I do agree it really needs to be as challenging as it is. It's beatable for players which take time to learn.

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                      • People said they might add champions to the raid. I'm curious is there any or any lucient hive?

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                        • Well, the way I look at it is the whole advertising structure for the game was customization, then everything released and it almost feels like being lied to. Every single thing in the game from the easiest to the hardest should be built around that premise. I mean what is the point of having all this customization when the end game is always [i]"Must have ___________."[/i] because its the only real effective thing? It defeats the entire premise of Destiny and games like it. Bungie focusing on more top tier players instead of the majority, which, for a live service game is the make or break factor, is a bad recipe for exactly what we see. Just the average raid participation is dismal, and sure they should be the most difficult activities, but its egregiously over-micromanaged in efforts to make it hard for those top people. These should be able to be done by most players with a basic functional build, being more or less difficult depending on build quality. Its about the experience right? Then why is nobody experiencing it? Because its just not built for them. If it is that hard for the most dedicated and skilled builds and players, what hope do the rest of the players have to even have the experience? For the people who want it super hard, its as simple as doing things like Nightfalls are done, or adding extra hard hurdles. Generally the rewards for these harder activities in games should just be cosmetic, or an exclusive title, and nothing more, because its about the experience, not about creating an elite gamer group. In my experiences, people who truly understand skill, understand the need for balance, that most people don't perform at that level, and understand they will find things much easier without complaint, and they seem to be ok with getting just a title, or cosmetic or something, because its solely about the challenge; its not about a physical reward to enforce the will of the scrub gods and make it known how superior they are forever. I think the big issue with most of this game in identity and activities is Bungie wants niche, but they want to build a live service for the masses. Niche doesn't allow that. Destiny is unique, but not niche. I feel that's why the struggle is so real though. A game built for masses as a live service needs to keep everything relatively broad with optional extra difficulty on as close to every activity as possible.

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                          • Edited by BIG AND LENGTHY: 8/27/2022 2:06:36 PM
                            Never did a day 1 raid before but yesterday was my first time and my team also struggled at warpriest. I was doing well over 5 mil In 3-4 phases but my team couldn’t keep up. I wouldn’t say it’s an issue with contest mode being challenging, but more so your team is just not equipped to handle it. If 5-6 people are using good loadouts for damage & ad clear i can imagine contest mode being cake.

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                            • The big problem was the bugs. We got up to golgoroth challenge with plenty of time to get the full clear but then the boss just kept bugging out and the mechanics would stop working. It was literally impossible to do, and after hours of getting the boss low then having it soft lock or just bug completely - we gave up. If they intend to get this content out for week 1, it needs to be properly tested if they insist on having contest mode open for only 24 hours.

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                            • It's just not worth the stress for most of us.

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                            • I do understand what you mean but if im to compare it to something it would be like shooting the olympic runners to leg soo the fattie get chance to win. Day 1 RAID is usualy once in a year. I do not feel an issue for it to be hard you had an entire year to prepare. And you still have chance to get most of the rewards before weekly reset.

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                            • Fk that mess and stress, looks like I’m waiting a good month to give it a try… It was never this bad in D1 When Rise of Iron was out. Kings Fall was quite doable then. The game as a whole has really lost its fun factor and now it’s just catered to select class of Content Influencer Elites. Soon it will be nothing but arrogant A holes requesting: “Must have Emblem, 30 Clears and KWTD or get Kicked!”

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                              • while i understand that this is not a popular opinion, and im very sorry for those who did not have a good time on day 1, i think the boss' health bar is part of the skill gap that you need to juggle and perfect on top of just knowing mechanics and performing those properly. the boss' beefy health bar is not artificial difficulty. optimizing and maximizing dps takes a lot of trial and error to perfect your build and your team's dps strat. it is a skill, and there's more to encounters than just learning mechanics. you need to learn ad spawns, which ads drop what, best weapons to use for certain situations, where to stand under which circumstances during dps. every dps phase that we fell short of that insurmountable wall that was the warpriest's health bar we learned little optimizations we could do to increase our damage and consistency. over hours of trying, failing, and learning, we finally broke through that wall. we never thought we'd be able to do that again, much less with a tighter timer in challenge mode. after even more hours of trial and error, build crafting, and optimizations, we somehow did it. the rush of moments like that are hard to come by, and while a little bit of warpriest was rng dependent, overall i think it was a great difficulty option that forced you to balance uncertain rng elements, ammo economies, enemy spawns/buff placements, and team coordination with the base mechanics of the encounter.

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                              • My suggestion is after a phase have a heavy ammo box there for 10 secs giving only half of heavy ammo. This way you satisfied the mechanic and aloud to proceed

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