JavaScript is required to use Bungie.net

Forums

Edited by Zero the Remnant: 10/20/2016 11:47:07 PM
7
Wow. After reading the Warzone in this thread I am just going to say my part and leave. Reading the OP. I never once saw him ask for free loot or a hand out. I myself admit the door in Archon Forge is frustrating. I myself also dislike dieing. So I try not to. To me when I have died in the Forge (used a perfected offering by mistake when I was 343 light) I was surprised to see the forge end so abruptly. Now I see validity on both fronts... Archon's Forge is a Public Event. All Public Events thus far have been Soloable. Which is how it should be as they cannot always guarantee a group. At the same time... Public normally refers to an area filled with groups of people. Both sides agree that... Death should have a penalty. Some say Splicer Key, others say Failure. I however believe in balance & compromise. If the Forge is going to end upon death of the offering user. Then 1 of 3 options things needs to be implemented. [u]Option 1: The OP's request: Expand the re-entry timer.[/u] The encounter timer alone is designed/clocked in so that too many deaths (just like Court of Oryx) will guarantee you fail. The exception being Perfected Encounters. [u]Option 2: Remove the Encounter Timer[/u] The Health of the Perfected Bosses are ridiculously high for the timer tied to the event. I have seen groups of 6 fail due to time alone. (I sat back and watched. From the Key Terminal. I was 345 light at that time. I wasn't going in there.) If Offering User Death/Team Wipe equals Event Fail. Then let that be the Fail Condition. Period. To be blunt...if I die. I fail. Fair enough. [b][i]BUT...[/i][/b] Allow me the chance to use my skill to kill the HP sponge boss if that is the case. Let me time my shots on exploder shanks, have the option to recharge the Axe, and formulate/apply a strategy. The Matchmaking issue is not going away. Just look at Court of Oryx. So, there will not be hoards of players running in to save the solo player. Hell I can count on 1 hand how many times I've had players join me in the Forge. [u]Option 3: Scale the Encounter to players present.[/u] Plain and simple. If 1 player, then Enemy hp, damage output, and AI should account for that. If 6 players, then Enemy hp, damage output, and AI should account for that. Keep it Challenging, and in the enemy's favor obviously. Most players enjoy the challenge. However, just like in Year 1 of Destiny... Players do NOT enjoy HP sponge bosses. The Perfected Bosses are Valus Ta'Arc all over again. Off-Topic: [i](Even worse...the Bosses have an AOE almost OHK stomp....but the Forge encourages players to use the axe...a melee weapon. See the problem?)[/i] The encounter should grow in power as more players join, lose power as they leave. The Borderlands series does this in the blink of an eye. If some stranger joins my Archon's Forge then make my enemies tougher. If they run away, then scale the enemy back down. If I die at any time (like it is now.). Then I lose my offering, some pride, & have to live with the shame of it. Fair Enough. Also it should scale to the Light lvl of whoever used the Offering. So it remains challenging. If a 390 uses a Perfected offering he/she should be facing enemies scaled to light lvl 390. As for loot... 1 Guaranteed pc per Offering is fair to me. If you get more...then lucky you. But atleast 1pc. I detest using Perfected Offerings and getting no drops. That is my 2 cents. I won't argue like that other guy. This was just my opinion. But perhaps it will be something folks can agree on as... Death STILL carries a heavy penalty. No one is getting a free meal/ticket/pass. Encounters remain challenging. My suggestions just make things more balanced/skill based. Hell you can't even get Max Light (minus Ghosts and Artifacts) from the Forge. Regular ole Crucible however does. You [b][i][u]CAN[/u][/i][/b] however afk/get a hand out in that activity... I see no rage going on over that. Edit: I personally would prefer option 3. Death = Loss Content = Challenging Enemies = Balanced
English

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Just because previous public events were solo-able doesn't force every public event to have to be solo-able. I think the insta-loss is a great way to force fireteam play, as intended throughout the entire game's end-game reward level activities.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • [quote]Just because previous public events were solo-able doesn't force every public event to have to be solo-able. I think the insta-loss is a great way to force fireteam play, as intended throughout the entire game's end-game reward level activities.[/quote] I am not against insta-loss as I said above. I will say this... If it is intended to be fireteam play then the MM needs to get fixed ASAP. But well looking at CoO...that won't happen anytime soon. I'm sure once I hit 380ish I can solo the perfect bosses with less issues. I would just like to see AF become more flexible.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Even at 380, solo-ing perfected isn't a viable option. Time runs out

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • [quote]Even at 380, solo-ing perfected isn't a viable option. Time runs out[/quote] Hence why I feel they should scale it. No need for the boss to be a bullet sponge. Make them hard and have higher hp. Right now the hp is overkill. The Forge bosses don't even feel like bosses. They are just giant enemies with gargantuan hp pools with a OHK melee attack. Axe only tickles them too. Which is...wrong. The axe is suppose to be the "equalizer".

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Doesn't help that all the blueberries don't use the axe properly. The heavy attack is terrible for dps since it knocks the boss into the air. 3+ axes can do way more damage just using the light attack

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by AiusDifk: 10/20/2016 8:51:29 PM
    I,ve done the legendary with two people; me and a random dude. I see no problem in the anchor forge The only horrible thing is finding people there, since is a excluded area from standard patrol Ps: I went from 350 to 380 with my 3 characters there, going almost always alone

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • [quote]I,ve done the legendary with two people; me and a random dude. I see no problem in the anchor forge The only horrible thing is finding people there, since is a excluded area from standard patrol Ps: I went from 350 to 380 with my 3 characters there, going almost always alone[/quote] I only do AF alone. Never anyone there. I have no issues with it. It could use improvement though. Hence my above post.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon