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#feedback

10/19/2017 6:38:13 PM
4

Feedback & Critique of Destiny 2 (Agree / Disagree Poll)

Agree

7

Disagree

2

Other (See post below)

2

As someone who just started with the games a few days ago on Destiny 2, I've been looking at the game with a fresh set of eyes, and without and biases. On a scale of 1 to 10, with 1 being the worst, and 10 being the best, I'd give this game an overall rating of a 4, and this is being generous. There are a number of elements of the game that can be saved (with improvements) and others...that sadly can't even be saved. Character Creation - 2 / 10 The number of options available to choose from during character creation in this game is terrible at best. Yes, I understand that we're not playing a game like Skyrim, but the only decisions that actually matters in the game is the character's class choice. [Titan, Hunter, or Warlock]. You do get a number of interesting options to customize your character's facial appearance, but none of these matter since for over 90& of the game you're 'In a Combat Zone' so you have your helmet / mask / whatever on, and that covers up everything. Gameplay - 5 / 10 The gameplay in PvE is fairly straightforward and smooth running, until we get to the 'Aim-Assist' feature that pulls your gun's sights toward the nearest enemy [as if that was what you actually wanted to shoot at]. This feature should either be removed completely, or at the very least have the option of disabling. Interactivity - 0 / 10 Your character can't interact with anything in the environment other than shooting at it, and doesn't even speak for themself. your 'Ghost' does all of your talking for you and you aren't even offered dialoge options. Challenges & Rewards - 2 / 10 The 'challenges' are not what I'm talking about here. This is strictly relating to the game mechanics and a balance between the difficulty of certain tasks and how it relates to the resulting rewards. In simple terms...its garbage. Fight a hell of a tough battle...get some in-game currency and a token for your reward. MAYBE an enemy drops a Legendary Engram, or you get an Exotic from the resulting loot chest. If you actually had some kind of choice on what you can get with said tokens, it would balance things out a bit [provided the other game-elements also match that balance, discussed later]. In the long term though, it amounts to nothing. There really is no balance here at all, and for gear-based games this is a necessity. PvP - 1 / 10 Admittedly I've never been one for PvP, but I've participated in more than a few crucible matches in the weeks since buying the game. Some of them were fun, others were...less than fair. I've got no issues losing a good, fair, and balanced match, but the kind of matches I would get dropped in have literally been enough for me to decide that Crucible just isn't worth playing at all. Balanced teams make for good, enjoyable, matches. The way to balance things would require dedicated server(s), converting all equipped armor [regardless of character] to the maximum possible ratings, and turning every gun into a potato-cannon. Essentially, making it so every weapon deals out roughly the same damage relevant to ammo capacity. A scout rifle or hand cannon would deal more damage per bullet, but in the end they would deal the same amount of damage as an autorifle or sidearm. Power Weapons would [obviously] deal a great deal more damage, as appropriate to the weapon. There are a number of other arguments on here that address similar issues where PvP is concerned, and quite honestly, I've stopped playing Crucible myself because of this. The only time I'm there is when I'm with my Fireteam and we're working at our weekly milestones. Tokens and Vendors - 5 / 10 This was a very good idea, but it was poorly executed, hence all the negative feedback revolving around these regional reward-items. Rather than doing away with them, I'd propose a number of alternate solutions to more effectively balance them out. +Remove the random element of the Token Reward engrams. Instead, allow the player to 'spend' them at the relevant merchant for Legendary or Unique gear and shaders. This way, the player feels a sense of accomplishment for gathering up the tokens, and they can get whatever item [from the offered list] that they want. +Adjust the maximum light-level for Vendors to the maximum light level, where such high-powered gear can only be obtained with said tokens [for a reasonable number]. Maknig those two changes, in addition to the previously mentioned adjustment to loot will make the tokens far more valueable to the players as a loot item, and will also rebalance the loot system of the game for casual and serious gamers. Legendary and Exotic gear - 5 / 10 This element is fairly new as far as the limits on equipping exotic gear [which as it is now, is kind of pointless since none of the exotic items I've seen in the game are particularly powerful by comparison to standard versions of said items]. Perhaps a few changes to how this sort of gear is distributed would work well. Perhaps that might spice things up for the player base. Otherwise...there really doesn't seem to be any real difference between them beyond that limitation. +The best way to improve this, is to remove the random element and max light-level for engrams. [Instead allowing the player to choose from the list presented when they decrypt the engram]. Skills and Special Abilities - 2 / 10 Grenades should be quantity-based, not cool-down based. Class-based Grenade abilities could Augment or Modify a thrown grenade [on cool-down]. More Customization is necessary. Rather than just having specific abilities, a player should be able to select and grow their abilities on their own. [If this requires increasing the level cap, do that too]. The ability choices offered are too static and dull, even if they look cool, there is no real differences between two Voidbow hunters. Most players will want to be able to customize their character to make it feel like it is THEIR character. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++SUMMARY OF SUGGESTIONS+++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +Gameplay Changes =Ability to Show / Hide helmet in any location. =Aim-Assist Off by default with ability to turn it on. +Vendor and Token changes = Include Tokens as a loot item in addition to normal loot items. = Allow players to exchange tokens at vendors for choice of items. (Remove random element) = Remove / Adjust Max Light-Level of Vendors to the game's maximum. = Use Tokens to obtain high-powered gear [Above Light Level 265] +Skill and Ability changes = More Customization. Simply put, allow players to mix and match abilities. Skill trees are generally-accepted as the perfect form of this growth system. I've been told Destiny 1 used this method as well, so why change it? = Grenades. There is nothing that should stop characters from carrying grenades, so why set it as a cool-down ability? The best way to resolve this, is to simply add Fragmentation grenades to the character's equipment / ammo supply. Their 'Grenade' ability should augment a thrown grenade, with the exception of the Warlock [who literally uses magic as the basis of their abilities], not be a grenade on its own. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ If anyone else out there thinks I've missed something, or has other ways to improve on the areas I've touched upon, feel free to share.

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  • I've been seeing a lot of complaints about the Nightfall stuff, and have recently participated in a few of them as well. The main complaint about the Nightfall missions is the timer, from what I've seen, though there are often available means to increase the amount of time / regain time during the missions. Personally, I do agree with most of the issues. In most cases, simply adding more enemies and improving their overall abilities makes the missions difficult enough without an added timer. Some of the other games I've played have had timed stages as well, but they tended to afford MORE time for the hard-mode challenges than they did for the normal-mode ones. Simply put, perhaps the best way to resolve this issue is to remove the timer for standard Nightfall strikes, which are already more difficult than the normal ones with their other added features and challenges. For the Prestige Nightfall Strikes however, the added element of the Timer may be appropriate. [I've yet to attempt one, so this is speculation based on what I know of the normal strikes and Nightfall strikes].

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