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7/30/2023 5:27:59 AM
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My main gripe so far just pertains to how bosses in endgame activities have been turned back into bullet sponges. Like, I don’t care if I have to jump through flaming hoops, win a high stakes dice roll and get gbanged by 7 Barrier Knights just to do one damage phase on a Dungeon Boss. But if I have a constant stream of Heavy and a plethora of dps options to choose from, I shouldn’t have to go through hours of phases when doing everything right, given that that time isn’t prolonged by game bugs that have been around for several seasons unfixed or an occasional error code because the server connection crapped itself. The moment that Dungeon Bosses become harder to kill in a solo instance than a Raid Boss with a group of six with suboptimal builds speaks for itself, nevermind how much weaker our builds and various tools have been made.
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  • 100% spot on. They should steal WoW raid design. Maybe people hate WoW ect. But their raid design is unmatched. Just copy it

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  • I agree with that too. Personally, I love WoW, so I think a raid styled like that is worth a shot, but they gotta stop making the game a fatigue based difficulty. That is the only thing they know how to do, so when players say "make the game harder" all bungie sees is "increase everything's health". This causes players to not notice lucent moths, or enemy grenades, or damage patches on the ground. It's just stupid and extremely lazy design. They may not like it, but they work to make their customers happy, and I aint saying that the customer is always right, but in a video game literally made for entertainment, we are because it is our entertainment that it is made for. Bullet sponges aren't fun, in any regard. If we had more supers, and our int/dis/str stats boosted damage based on tier, maybe this wouldn't be so bad, but currently we hit like wet noodles to bosses. But normal enemies feel great. It's just these tedious boss health pools and ridiculous damage scaling. It's drastically overtuned.

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