After returning to this dungeon (trying to get the exotic) after having not played it since release, I can't understand why the dungeon plays how it does.
[b]Starting with the opening encounter[/b] - [u]Almost[/u] every encounter design is done in 3's yet this one needs to be done 4 times and it seems weird / too long.
[b]Underwater / Jumping sections[/b] - Mostly okay, but it's frustrating how slow you move underwater. It would be nice to move a bit faster through the massive section between encounter 1 and 2. It just feels like they're artificially trying to slow you down to pad out the run time of the dungeon.
[b]Bosses[/b] - For the life of me i can't figure out why these are the only bosses in the game that require you to break an overshield before you can do actual damage to their unusually large health. This is not scaled for the solo player either.
[b]I[/b] say this now because it is a good dungeon with good mechanics, art direction, lore and the like. But these aspects bring it down so much and it would be good to see them changed. I'm sure many others had similar complaints when it first came out and i'm adding to the pile, but this is something that will improve player experience and enjoyment. So, if you see this bungie employee, please... Fix this dungeon.
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Technically speaking, Crota has an overshield that you have to break before damage. And Templar. Although you can argue that's a true mechanic of the encounter. Whereas these dungeon bosses have more like an artificial damage limiter. Bungie: we hear you. We've adjusted the final boss in this dungeon so that the third ritual circle spawns 3 swords after being cleansed. Players must now stun her in the air with swords before damage can begin.
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i think the dungeon itself is fine, the very last boss just has too much -blam!- to do for a mechanic, theres a reason why everyone farmed the -blam!- out of it when the boss glitch was still on
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[quote][b]Bosses[/b] - For the life of me i can't figure out why these are the only bosses in the game that require you to break an overshield before you can do actual damage to their unusually large health. This is not scaled for the solo player either.[/quote] This is why a good chunk of players didn’t enjoy soloing this Dungeon, probably even more now in Final Shape.
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[quote][b]Starting with the opening encounter[/b] - [u]Almost[/u] every encounter design is done in 3's yet this one needs to be done 4 times and it seems weird / too long.[/quote] This was actually a complaint in CoS too, the first encounter is 4 rotations and was just considering too long. We've proven we can do the mechanics 3 times consecutively is the 4th really necessary.
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I think the dungeon is fine besides the 2 bugs that haven’t been fixed yet.
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The first encounter is 4 waves simply because they want to deter any sort of quick farming of the dungeon on it. That's it: the logic is purely so you can't load in, farm 3 waves and be done super fast. 4 makes it long enough to make it an inefficient farm. The traversal section between 1st and 2nd imo is really long, but at the same time, 2nd and 3rd is a short gap. My guess, again, is that the design is to purely stop people from having a quick "farm 1st and 2nd encounters, rinse repeat" option. Which works well in that logical thought process. This dungeon seems to be an endurance test, one that is extensively demanding at all times. Most of the community is expecting quick and easy farming, so it's natural this dungeon gets hate. Otherwise, it seems fine minus a few bugs here and there. Sorry you don't like it.
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The final boss is way to complicated. I can easily do it, but it’s too long is the thing. The entire dungeon is just way too long.
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My only gripe is the traversal being slightly too long and the first encounter. First encounter should be three and each fireteam member can do one on their own to speed it up.
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When Final Shape released, they also messed up with the dungeon. Arbelest now takes 3 shots to break their shield before you can damage their health in which the boss has the ability to one-shot you for some reason, underwater removes buffs/debuffs from your screen including the pressure gauge which is the one thing you need to see, and they reduced the timer at the end which screws with players who still need to get the lore item in the final room as you barely have any time to pick it up and get the inconsequential drop rate increase.
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The diving part is so unnecessary weird. Jump inside, then outside, inside, outside... just -blam!- why?!? The structure does not make any sense. And the bosses in the newer dungeons are way to tanky. They got like raid boss HP so you are forced thru many cycles. WR is the same.
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That dungeon is straight up garbage
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I love this dungeon, but a rework in “our” favor would definitely make it more inviting.👍
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Edited by SnakeEyes734: 7/12/2024 5:44:17 AMI wish they would fix this damn bug....it's been almost a year now. Sorry I even paid for it at this point. Consider there have been 100+ post now about this topic With no acknowledgement by Bungie. It's probably just not worth it to them to fix it I guess. Definitely keeping this in mind before I buy any in the future...