Critical communication failure... (Destiny)
Everything you just said is off. I can't be communicating very well at all.
It seems like a good way to do it. Enemies are easier solo, darkness zone deaths send you to orbit. Don't die.
From the Weekly update I linked in the first sentence:
Emphasis mine. Unless I've got the meaning of that passage wrong, that means the enemies are now the same with any number of players.
In the very next paragraph James Tsai say's that the degree of difficulty for solo players now is a recognised problem. Moreover, one that they intend to try and fix.
Therefore, it seems to me less a question of 'should it change?' but rather 'how will it change?'
Additionally, Darkness Zone deaths send solo players back to Orbit. Only wipes (i.e. everyone has to be dead at once) send co-op players back to Orbit. Believe me, I've exploited the heck out of this with many poorly judged manoeuvres. Without a teammate revive mechanic in co-op, not dying would arguably be more important than it is now.
For a Solo Player, checkpoints mean that a single, minor, slip-up resulting in a death wouldn't be as total and complete a failure as it now.
Your way just makes it a weekly strike.
Far from it. I considered that in the initial posting:
- Weekly Heroic strikes would be easier with my suggestion to alter their mechanics as well. Widening the gap between Heroic and Nightfall.
- Weekly Heroic Strikes would still not contain as many skull modifiers as the Nightfall Version. The Epic skull in particular.
- Co-op Nightfall would be noticeably different with the lack of revives. Not dying would be important as you might not be able to come back for a long time.
- I additionally suggest reducing the checkpoints to up the difficult again.
Heck, why not throw in Matchmaking for Heroic Weekly Strikes since it'd be easier? That'd make it more different still.
The Nightfall is supposed to be hard. With people it should be easier. That's the point.
I don't see how, with what I've suggested, that would change. Enemies hit just as hard. There are just as many of them. With just as many other skulls. Someone has to survive through every checkpoint.
There is also a big difference between a good challenge and something that's just stupidly hard. I'd like it more towards the former, personally.
Complete thread:
- Resolving the Solo vs. Co-op difficulty disparity -
RC,
2014-11-27, 14:56
- I kinda like it how it is. - Funkmon, 2014-11-27, 16:49
- Resolving the Solo vs. Co-op difficulty disparity -
Cody Miller,
2014-11-29, 09:53
- Resolving the Solo vs. Co-op difficulty disparity -
RC,
2014-11-29, 14:13
- Resolving the Solo vs. Co-op difficulty disparity -
Xenos,
2014-11-29, 14:28
- Resolving the Solo vs. Co-op difficulty disparity - petetheduck, 2014-11-29, 15:19
- Resolving the Solo vs. Co-op difficulty disparity -
Cody Miller,
2014-11-29, 16:54
- Resolving the Solo vs. Co-op difficulty disparity - scarab, 2014-11-30, 14:26
- Resolving the Solo vs. Co-op difficulty disparity -
Xenos,
2014-11-29, 14:28
- Resolving the Solo vs. Co-op difficulty disparity -
RC,
2014-11-29, 14:13