0:00 No buffs display underwater 0:28 Arbalest no longer one shots the boss shields 1:01 Mission Complete timer is shortened 1:35 Emerging from water always swaps to your kinetic slot weapon
Update: Surges have been removed as of this Tuesday reset and Arbalest has been sort of fixed Video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-s5DYSRl8V78.html Also, I've noticed a lot of people seem to have trouble or a grudge with this dungeon. If you didn't know, I am doing this dungeon A LOT. I primarily stick around FIreteam Finder for most of my runs but I try to help everyone I can with it. Bungie name is The_Hungry_SharkYT#5044 I'd be more than willing to help out anyone if I have time.
Im sure the "no buffs underwater" part was a side effect of them vaulting Season 21 and the rest of the water-based activities. I'd expect a fix in the near future
it may be a bug from the UI changes, ive noticed sometimes entering the water, the pressure meter buff appears for a split second and goes away. Almost like being in the water adds an overlay to your screen
They said they would fix symbols disappearing after crushing lucent hive ghost on last encounter over a year ago. Didn't happen. Don't expect them to fix anything here, just like they're still not fixing half of duality being barely playable level of broken
@@RyushasBetterName If it makes monney or give Players fun in the Game ITS getting fixxed in 1 to 3h. If it dont give tham monney they dont Care there was a Bug rear one in the shadowkeep campain where you Play a Mission and dont get the follow Mission IT was in the Game for 4 years They dont Care much sadly they are only intrested in Money this days
'Taking a closer look at Ghosts of the Deep after the recent changes, we found that players still didn't hate the dungeon enough so we are implementing some changes to lessen replayability even further, as well as the overall clarity of the ui during traversal. We will be monitoring the situation closely and may consider shipping more negative changes in the future, should player sentiment not plummet into the same depths of Titan where the dungeon itself is located.'
If we making changes to this dungeon, how about nerfing those boss health pools a little yeah? Someone checked and found they have more health then some raid bosses which doesn't make sense.
I agree with the overinflated health but dungeon bosses have always had a history of having higher health than raid bosses. Hefnd's Vengeance (final boss of Warlords ruin) has more health than Atheon and slightly less health than Oryx so yeah
It’s likely a bug and something got messed up along the way when they made the UI changes, just wait til it’s fixed or they acknowledge it before even attempting a flawless run
Other than the arbalest change i feel like most of these are probably unintentional. Doesnt make much sense for us to be unable to see buffs, and that shortened timer as well. It all just feels wierd.
I wonder if the reason the pressure meter doesnt show up is because when they removed the season, the code to display the pressure meter was deleted accidentally.
Arbalest isn’t a nerf you do 35% less damage and since there’s no overcharge you don’t get 10% form matching subclass either So now arbalest does -35% damage at all times
what a wonderful thing to have a gun meant to break shields but it doesn't break the shield instantly. Though to many its just an extra shot, but the point of arbi was to SPECIFICALLY break shields, its why it has anti barrier. Such a small unimportant nerf for no reason just to keep the player in the dungeon longer, because Bungie only cares about playtime.
This is the one dungeon i did barely a few times and never came back. 1. Because i was actually away for most of this season. but 2. It was so unecessarily difficult with the underwater and extra shields, i just dont want to go back to it. I dont even recall the second to last encounter very well. Will likely be the only exotic i dont end up getting.
@@ianmills6260they need to remove that. Normal raids and dungeons are fine, if players want a challenge, DO MASTER. It’s as simple as that. Normal mode raids and dungeons are meant to be more easy going
@1chill_623 definitely agree on the difficulty thing aswell. I do engame all the time, I have gotten every contest raid since vow, but man I just want to run my raids quick. And I don't like how it makes raids less accessible. Master needs a revamp too, it's not really difficult imo, and even less fun.
The no buffs underwater looks to be visual only as you can still see the pulses from banner of war on the screen in your demonstration. Not sure if it goes for all buffs like vestige of light as you mentioned, may require more testing
Pretty sure the mission short timer was part of the emergency fix to error codes, to free up as many servers as possible as quickly as possible when they're not in use
The arbalest change is probably related to the -33% damage modifier we have in dungeons while getting surges to compensate. So I assume on next reset arbalest will be one tapping again.
The pressure thing not showing up is most likely a bug with the new ui buff system. Ive noticed on warlords ruin a main buff at the final boss appears in the bottom left when it should be below your health bar. So this will most likely be fixed and theres probably more bugs elsewhere
I know the dps timer buff for the ogre boss in warlords ruin isnt considered a priority buff so it gets pushed to the bottom of the buff list and you can’t see it for most of the fight.
This was already the worst dungeon to solo in my opinion I’m glad I got mine done last season, being - 5 for solo players is a terrible change they really need to put that modifier that’s in legendary campaign where it’s harder in a team, in dungeons I feel like all dungeon bosses should be a 3 phase solo and in a team mabey 4 if your using really really bad stuff
-5? You mean -10🥲….they buffed everything 35% then gave the 25% surges to “make up” for it so we’d only be 10% weaker. Meanwhile health bars and damage output for all enemies has been increased by 35%
@@connormcateer7125that doesn't change the fact that it's -5 power level he's not talking about damage output I think most people by now can figure out that we were over levelled before but yeah bad change
@@rohanjosem ok I think I’m unsure of what entails being -5 under then, so the 35% buff to enemies is a result of being -5? Or enemies were buffed by 35% and now we are ALSO -5 which then means what?
@@connormcateer7125all dungeons (and I think raids) now put you at -5 light level against the activity, which means you deal less damage and take more damage on top of anything else, so even if any of your other percentages weren’t changed in TFS, the fact that we’re always -5 would reduce our damage and survivability anyway
@@connormcateer7125 yea I didn’t know that that’s even worse, like the other person said I was more talking about how we are capped -5 but yea that’s even worse than I thought
Just completed solo GotD to increase Navigator drop rate last night, I'm so done I'm not gonna do it flawless for sure, the first boss is ok I was using Bequest in arc weapon surge day can 5 phases him but the last boss is too much time consume, the mechanic before DPS took so long, the boss has too much health and in the same time her hitbox and crit spot are so small, it's also hard too aim while ads is bothering with me and she always dodged my rocket which is very annoying, her shield is so thicc 550k shield HP that's mean you exotic slot is locked to Arbalest. This dungeon is fun when playing with full fireteam of three but it's opposite when playing solo, too much time and energy consume.
This dungeon just drags, the third encounter has so much pointless mechanics just to slow the pace down like the shield, the boss already has the most amount of health out of any dungeons.
The arbalest taking 2 shots isnt a change to this dungeon specifically, it was part of the overall change in dungeons and raids and bringing their power up to each other.
This dungeon is atrocious, the it’s almost as if the replay value isn’t even considered within its design. First few runs is amazing and then you realise this dungeon just absolutely drags. Definitely has the longest platforming section by far. Absolutely no reason for first and third encounter to be this long
Have a feeling a bunch of people already said it. But like 99% sure the pressure/air bar not appearing is a bug and will be fixed. Hell, would love if they swapped it to a timer instead, since without the Season 22 missions, there really isn’t any in game explanation on timings anymore with it. Also, glad to see I wasn’t going insane when I noticed that Arbalest wasn’t one shooting the shields anymore. Has been my go too for a bit extra damage/quicker into DPS phase in team play since the dungeon dropped. Sadly think it’s just an unintentional side effect of the changes in health/lightlevel scaling and the different element surges within dungeons/raids now.
The arbalist thing is almost definitely a product of the surges and power scaling changes for endgame which I think is getting somewhat reverted today. The buffs though? I wonder if it has something to do with them moving around where encounter buffs are located and something is preventing it from being displayed.
first and last definitely seem like bugs, and the second and third were probably a side effect of universal changes (such as -5 making arby no longer 1 shot shields)
For Hunter: arc, solar, or prismatic subclass For Titan: Strand or solar subclass For Warlock: Solar or Prismatic Subclass Focusing on survivability is key for most of the dungeon, Dungeon has a lot of arc damage and moths so watch for that Damage for Ecthar is close range weapons, Legend of Acrius, Lament, Bequest w/ Enhanced surrounded, Grapple-Melee if you can do that For Simmumah: I use tracking rocket for the main damage. On titan after my ammo is gone I grapple and 12 punch the boss then go into my super on strand. on other characters, after I break the shield with arbalest, I swap to Izinagi's Burden and ammo dump x4 shots This is just what works best for me, I'm sure there's better options but I consistently do top damage with this
I’m happy that got all the god rolls i want and more too, even the exotic trace rifle too. Catalyst included too. Cause i will never touch this shit on my life and only if the pinnacle dungeon week is this one, will just wait a final checkpoint to do it.
it might've been effected by the power cap increase along with the kinetic damage bonus being taken away. either way, its still technically a nerf, although indirectly
this solo flawless was hard enough at launch why did it all have to break 😭😭 i would highly recommend not doing solo flawless rn with the water pressure issue cause that will so easily kill you
They also changed the secret chests so that they disappear Now. We can't swap characters to grab the chests anymore. We were doing this often because this dungeon was very stingy on dropping weapons, but I guess Bungie would prefer we just don't do this dungeon at all now. Fine with me.
Why do people hate GoD so much i love that sh*t last boss might be annoying but ill run it every chance i get. Also does the arbalest nerf apply to the final boss too?
Aaaaand they somehow made it worse. Thank god I got the Navigator and catalyst already. But I still wanna get a better New Pacific Epitaph so... Yay....
Bungie needs to change the dungeon, change the first encounter from 5 totems to 3, and reduce the final boss health by 20-30%. Platforming section just drags but nothing you can do about it.
Honestly super, super disappointed in this. If I'm being honest, beforehand it was a really good dungeon up until the final boss, which I've never defeated solo yet (though I've gotten so, SO close a couple of times; both incidentally almost solo flawless funnily enough). Now...idk, the surge thing combined with what are very clearly oversights is such a bummer.
This just made me not want to touch the game honestly it's bad enough dps on any character besides hunter is bad atm but now eng game content is just straight up harder for no fucking reason. Like it was fine the way it was genuinely
Honestly such an L. I feel like the recent dungeon changes have been NOTHING but negative in the destiny sandbox. I think TFS is great but I think about 90% of all small changes like this are just totally steps backwards and such bandaid fixes. Everyone says “oh well we’re just so strong now they needed to make enemies stronger” but absolutely no they didn’t need to make stuff like ghosts of the deep have extra health. They didn’t need to cut the time after dungeon completions making it so you can’t get collectibles or even get to hear the full dialogues now if they exceed the 60 sec timer after ANY activity. I am honestly very disappointed with a lot of the quality of life changes we have gotten in TFS.
I've solo'd every dungeon and I hate this one the most by a mile. Who are these for by the way because Im pretty sure nobody in the Destiny community asked for these dog-shit changes that do nothing more than make the Dungeon more aggravating than it already is. The 2 shots with Arbalest now really grinds my gears. I already hated having to equip that gun to break that damn shield. Good God am I ever glad I got my Navigator.
Why on earth did they do any of these? This Dungeon sounds WORSE to run in almost every way now. I'm so happy it barely has any good loot in it, I don't have any reason to run the damn thing anymore.
It's annoying, but not unplayable. But damn, I didn't know so many people hated Ghosts.. Personally it's one of the better ones, especially the armour set.
Man people complain a lot. Most of these are def accidental and when the game gets hard then everyone has a bad time. Just try and get better or find peeps to play with. More rewarding when you overcome challenges