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5/28/2019 10:10:40 PM
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I feel like there is an easy fix for the solo content conundrum. Just put scaling onto activities so that if you go in solo, or in a duo, or whatever the content scales up to the challenge. Conversely, they could create something akin to the nightfall cards that allow for modifiers to be applied by the player with appropriate loot drop quality to match. I also prefer solo/duo for activities and would love to have the ability to scale something to my fireteam size and by applying scaling or modifiers content gets designed for everyone. Raids shouldn't be messed with, that's a very specifically designed activity. While I would welcome more solo/duo content in the game, I think we have to think realistically now that Bungie has separated from Activision so they're resources will be limited. Combat scaling would be a useful compromise I feel. I would also add that it would be awesome to replay the main story and forsaken missions over with skill modifiers with updated loot drops to boot. I know we can play heroic versions of the missions but I would like to play from start to finish again.
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  • "Just put scaling onto activities" This is the standard for how other games fix this issue, yet Destiny doesnt even try. Its MIND BOGGLING.

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  • yup, borderlands series has been doing it from the start. I'm not arguing one way or the other on this subject, but many other games have done this with great success so seems like a no Brainer.

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  • Edited by Lost Sols: 5/29/2019 12:17:49 AM
    I gave feedback at the first Summit that I thought the campaigns should be fully replayable at an endgame difficulty with it's own loot drops.. Armor set, weapon(s), emblems, etc. For all Anthem got wrong, that was one thing people actually liked about how that game worked was the harder difficulty campaigns. It just had absolutely nothing else.

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  • Wait, they took you to one of the summits?

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  • Nah I think the whole point of it is the mechanics of everything which doesn’t just make it a shoot n run kinda thing revolves around having more people. I think it’d be very boring have one man mechanics because there’s a limited depth u can have to them. With difficulty ‘scaling’ on activities, the things that make such activities difficult like mechanics disappear. If I interpreted your comment wrong I apologise, I am very tired lol

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  • Scaling isn't a perfect solution, I would readily admit. It just happens to be the best option if you can't afford to dedicate folks to tailor made encounters. If I were to do it, I would create an endgame quality mission as a kickoff mission for each season and make it replayable with skill modifiers a la nightfalls. This mission would also feature the juicy lore tidbits to kick the narrative off. From there you could introduce the new group activities/zones/whatever much as they do now. Ideally these missions would also have some cool loot worth chasing to encourage repeat play and make it worthwhile for everyone to devote time into it. You could also set it up so that a full fireteam could go in, and have the enemies scale in difficulty so people who prefer to group up don't feel like they're being forcefully separated, as its never fun being told to play in a way you don't enjoy. I guess my tl;dr would be that while sure the mechanics will always be limited, there are still a lot of ways that interesting and challenging solo encounters could be setup.

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