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#feedback

Edited by Madman: 3/12/2015 7:59:54 PM
78

Hard Mode Raids Should Treat Difficulty Increases in an Additive Way, not Subtractive

Currently, one of the most significant changes between a normal raid and hard raid is the inability to revive teammates during instances. Frankly, this is just bizarre. Not only is there no precedent anywhere in the game, but being able to revive teammates is one of the most fundamental properties of this game. I mean, it's literally the first thing in the Destiny experience; you're resurrected by your Ghost. However, the removal of our ability to revive teammates means Bungie's designers have taken a subtractive approach to increasing difficulty. The alternative would be additive (e.g., enemies have more health, enemies deal more damage, there are more enemies, etc.), which are tactics they also employ, but the mixture is a little weird. Presumably, the intent is to make dying a big bummer. But that's the problem. Dying is already a pretty big bummer, and no revives means we're not playing. Are these implications really what Bungie wants? In another thread, another player pointed out how certain subclasses become irrelevant in hard mode. For instance, Warlocks' ability to self res with sunsinger is WAY more important than nova bombs, which are rendered highly ineffective by the much tougher enemies. The suggestion there is that perhaps these supers are not suitably balanced. For the purposes of the hard mode raids, though, making certain subclasses irrelevant subtracts more viable resources from the game. Further, it limits our strategic options. The cumulative effect is that hard mode raids aren't really hard. They're merely a matter of employing one of the few strategies that work and crossing your fingers that everything goes as planned and that no glitches trip you up. It's just a weird experience that isn't really representative of the game as a whole. The raid design team has cherry picked elements of the game to make important to us, and part of the puzzle is figuring out what works and what doesn't work. It isn't necessarily about how [i]well[/i] you execute, just that you do. I'd like to see the hard mode raids made more difficult by adding layers of obstacles, not removing tools from our tool box. Let our skills breathe. Don't make us pigeon hole ourselves into specific skillsets and resources that we must use to complete the challenge. Instead, present challenges that give equal credence to all of our abilities and allow us to choose the ones we like to use based on the challenges ahead of us, not what you've taken away from us.

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  • I agree, to completely remove revives is actually hurting than helping Destiny. Bungie seems smitten to FORCE a specific game play, use the weapons they want you to use and to make sure hard raids only appeal to ignorant players. I've tried to do a few hard raids but being lvl 31 and dying once seems to guarantee a kick out of the game if your not with friends. Increasing the timer would have been enough. Destiny already has little content for players to do each week. To remove 2 raids from players trying to get radiant and better weapons seems counterproductive. It seems Bungie is happy in players becoming disgusted and quit for a few days instead of providing fun gameplay. I don't expect a fireteam to keep a bad player around but too many LFG hard raid teams expect perfection. Maybe most hard raid players are @$$holes and I just expect too much. I've had great experiences with normal raids but the exponential increase in hate players is absurd. How is one to learn the hard raid if you don't have enough friends to work with and learn? I'm not into watching YouTube videos, I want to learn by playing. We already have to leave the game to play the game. I don't want to do even more. The grind to get radiant materials is extremely long since you can only get a few once a week. Bungie seems to love FORCING their gameplay on others, extend gameplay by increasing grinding with no benefit, focus on nerfing fun guns, ignore the terrible economy setup and punish mid-play gun swapping. It's like they looked at all the other top rated games and said, let's do the opposite to make a game players will love even more and have them stick around for 10 years. Whomever thought these things were good are even more detached from human reality than the Vex. I guess we'll see what HoW brings but so far it doesn't look good...

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