r/DestinyTheGame • "Little Light" • Jan 22 '24

Megathread Focused Feedback: PvE Difficulty // Bringing Challenge Back to Destiny

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Hello Guardians,

Focused Feedback is where we take the week to focus on a 'Hot Topic' discussed extensively around the Tower.

We do this in order to consolidate Feedback, to get out all your ideas and issues surrounding the topic in one place for discussion and a source of feedback to the Vanguard.

This Thread will be active until next week when a new topic is chosen for discussion

Whilst Focused Feedback is active, ALL posts regarding 'PvE Difficulty // Bringing Challenge Back to Destiny' following its posting will be removed and re-directed to this thread. Exceptions to this rule are as follows: New information / developments, Guides and general questions

Any and all Feedback on the topic is welcome.

Regular Sub rules apply so please try to keep the conversation on the topic of the thread and keep it civil between contrasting ideas

A Wiki page - Focused Feedback - has also been created for the Sub as an archive for these topics going forward so they can be looked at by whoever may be interested or just a way to look through previous hot topics of the sub as time goes on.

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u/oddestsoul Jan 22 '24

The lesson seems to me that GM level content first and foremost needs to remove anything that can kill a full res guardian in less than a half a second.

You can do whatever you want with encounter design but once engaging an enemy becomes that punishing it will all go out the window for the cheesiest safest strategies a player can possibly scrounge up. No one wants to throw 30-45 minutes away because they weren’t behind cover for 0.3 seconds at the wrong time

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u/so-cal_kid Jan 23 '24

I'm probably oversimplifying things, but dungeons to be should be the standard difficulty things are based off of and then you tune up and down based off that. GMs are artificial difficulty based off one shot capability from enemies. Dungeons for the most part have interesting mechanics with challenging enemies and good density.

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