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Destiny 2

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7/27/2025 3:08:02 PM
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The new Power Delta for old Raids and Dungeons should be reconsidered

Hello! I wanted to offer a bit of feedback regarding the new Power Delta (presently -10, previously -5 as of The Final Shape) that is now present for all Raid and Dungeon content that is not The Desert Perpetual as of the release of The Edge of Fate, as well as what appears to be a blanket increase to the effective health of Raid and Dungeon bosses alongside the previously mentioned changes. Firstly, while I want to echo the sentiments of other players when I say that I feel these changes were unnecessary, I actually don’t think that I would be entirely honest when I say that. I actually do think that increasing the health of certain Raid and Dungeon bosses, namely from the oldest ones that were released in much less developed damage paradigms (such as Last Wish or The Shattered Throne, where players could just mulch the bosses without having to so much as acknowledge the mechanics even as far back as several years ago), would actually be a good decision if done as a targeted modernization to these Raids and Dungeons (especially if it were to come alongside a proper purge of some of the encounter-breaking/negating exploits that players can get up to, like Riven Cheese or even Witness Cheese, to use a more modern example). To be clear, these suggestions are merely aspirational and exist largely outside the scope of this feedback. However, even as I say that, it’s clear that what was done to Raids and Dungeons doesn’t really fit that description at all. Despite the apparent reassurance that a -10 Power Delta now is equivalent to a -5 Power Delta in the previous Power system, enemies are significantly more challenging than they were before. To be quite blunt, it’s pretty annoying. It makes fighting enemies a slog and does nothing to promote anything close to tactical play or teamwork, especially in Dungeons. This is to say nothing of the fact that the health gains received by Raid and Dungeon bosses apply just as much to modern Raid and especially modern Dungeon bosses, which already have quite inflated health pools (especially when doing a Dungeon with fewer than three people, or with loadouts that are not exactly the most optimal for damage output against those bosses). Lord help anyone who considers a solo attempt of any Dungeon under these conditions, especially any released in the past few years. To use a personal example of how this affects players: While I have not yet stepped back into Vesper’s Host since the update (I have yet to obtain Ice Breaker), I genuinely do not think I want to, ever, until these changes are at least scaled back. I do not think it is healthy or anywhere near fun for a game to make me [i]legitimately dread[/i] hammering out any more attempts against what was already an extremely healthy and chaotic final boss, one that can now deal significantly more damage to you and takes exponentially longer to defeat. I am not any more enthusiastic about Sundered Doctrine, which I also have yet to earn the Exotic weapon from. Please consider reverting at least some of the changes made to old Raids and especially Dungeons with The Edge of Fate. I would also ask that, given the rapid decline in player sentiment and population, and the inability to properly address the issues necessary to bring these players back relative to the amount of time needed to enact any widespread positive changes to the game, you at least perform a partial reversion of those changes soon. It sounds very cynical, but I would like to have fun with some of the newer Dungeons and possibly even get their respective Exotic weapons while also having fun doing so [i]before[/i] the game or the entire studio goes under, and what I am requesting seems like a relatively quick and simple change by comparison. P.S.: This is only partially related, but I also wanted to briefly gripe about Power indicators in relation to the Power Delta system. If the Power Delta is meant to be players’ primary metric for how difficult enemies are, I don’t understand why we need to be constantly reminded of that with the faction icons for enemies being replaced with the ugly red boxes and swords and skulls and whatnot. It just kind of irks me that we’re constantly getting bombarded with what was originally the game’s way of saying “this enemy is above your power, run away and upgrade your gear before returning to this zone” except now we can’t get around that because difficulty is nearly entirely determined by that Power differential, so why even continue showing it? I understand that this is an incredibly petty thing, but it’s something that has genuinely peeved me since Lightfall with the overtuned Neomuna Patrol enemies, and it feels especially bothersome when it shows up in the unalterable base form of activities which are otherwise finely tuned to feel epic or immersive… like Raids and Dungeons, or the aforementioned Neomuna Patrol. (Also, if -10 Power is meant to be analogous to -5 Power, and -5 Power doesn’t give enemies the “turn back, go level up” sword icons, shouldn’t the minimum Power differential at which those icons show up in this new system be adjusted to, like, -15 or -20 Power?) Sooo, if you’re not gonna touch the new Power Delta for gameplay reasons, could you at least do something about that aesthetically? Pretty please?

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  • First, the only players that could "mulch" a boss in any expansion and not care about mechanics or whatever were the top few percent, and it has always been this way. Bungie started designing the game around these guys when they introduced strand. More focus on the right gear and weapons with the right perks. Less focus on fun! You can't in good design work with only the very best players in mind, because your average players will find it too difficult to complete. Like content where the boss gets harder with a larger fire team. I could complete the station alone or with 1 friend, but three of us, we could not do it the boss had too much health. The difficulty increased exponentially with each player making 3 player 6 times harder than one player. Made no sense then and makes even less sense now. Difficulty, and bullet sponges are not fun. Making content for the best players over the last few years has cost bungie millions of dollars in missed revenue goals, hundreds of devs, and tens of thousands if not hundreds of thousands of players. This hurts sales and forces them to focus on the wrong metrics, like hours played per account. This does not measure player engagement. Grind does not equal fun and engaging game play.

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