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Destiny 2

Discuss all things Destiny 2.
11/23/2020 3:18:13 AM
1

Day 1 Raid was Fantastic, Hard mode please?

Deep Stone Crypt was an absolutely amazing raid. Beautiful music and visuals, great encounters, perfectly tuned for damage/health of enemies to provide just the right challenge. Raid weapons have some awsome new unique perks (finally!), armour is cool and the raid exotic is bonkers. Lore and story as well, with the collectibles, exotic cosmetics and shaders, challenges to come.. oh and the chest at the end to focus-farm some gear and give replaying raids on the same character some value, thank you. Truly an outstanding job from the team! That said, after playing the raid after contest was over to start farming gear, it just seemed.. too easy. Obviously doing a blind day 1 raid is going to be the hardest and most intense it ever gets, but I feel like the tuning was so well done that now we can 1-phase the boss and ignore most enemies it just doesn't feel the same. Please can we get a permanent contest version (keep the emblem to day-1) that awards maybe double spoils of conquest? Or somthing just to add a bit of incentive, I think a ton of people would like that. Lastly.. will we ever see the return of hard mode? I know that a small population of the playerbase plays raids in the first place and that even lesser still, do people compete in hard mode raids, but man I really miss them. This is just a personal wish list but I think these additions would make for a great hard mode without extensive extra dev time, and hey, if it came out in say, I dont know a month then it would get people hyped to jump back into the raid if they felt like they were done with it. I also think this would give a ton of value to the raid armour and its mods, since, well, they only work in the raid. By the time you have a full set of raid gear and all the mods, you no longer need to farm it, making them somewhat useless, which a hard mode would fix. - Permanent Contest Mode (30 under like day 1 seems good) - One additional Mechanic per Encounter (I can already think of some great ones, like adding a fourth "faulty" bomb in the 3rd encounter that the Operator must put reset) - Intrinsic Raid Perk (Simply take the awsome new Reconstruction perk and remove it from the table of possible rolls, and add it as an extra intrinsic perk to all hard mode raid weapons, like Cocoon from Kings fall, etc) Thank you for reading and hopefully this idea gets heard as Im just echoing a bunch of feedback from the new raid. I hope VoG comes back with its hard mode since thats already sort of made.

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  • Edited by michael: 11/23/2020 4:03:55 AM
    I can not agree more. As a hardcore PvE player, challenging PvE content is some of the most enjoyable stuff in this game but sadly it is hard to come by. Nightfalls do an outstanding job with GMs and Masters and the new Lost sectors are good, but somehow the Raids, which are in theory the endest of endgame content, end up being the endgame content with no optional difficulty modifier. Day 1 raid experience is awesome; you get your best team with your best builds and you go as hard as you can, learning the mechanics as you go and maybe with some outstanding comprehension, teamwork, and overall skill you will complete it in 24 hours and get awarded an emblem. The pinnacle test of skill to anyone who claims to have a competent team. It is literally some of the the most fun this game has to offer. But then after those 24 hours it's like you just woke up from a dream... the encounters feel way easier than they should. Doing raids after day 1 makes you miss day 1 when you actually felt challenged and accomplished when you finished, and makes you disappointed that you will never get to experience the raid again the way you feel like it was made to be. I know this sounds very arrogant. To be clear I am not saying raids should be harder in general; I am well aware of the problem of raids in Destiny 2 currently being way too mechanic heavy for the average player and team to be reasonably expected to be able to do them. I know this is why people don't do raids in D2 as much as in D1. My proposed solution is this: Part 1: Make the NORMAL raids easier by having less mechanics than they do now or by simplifying existing mechanics. For example, the plates going away in the final boss of Garden. Take it out completely. Give the person calling eyes in Consecrated Mind a solid 5 more seconds to call them out. Make the voltaic on the ground not cause a wipe. In the first half of crypt, make the servitors no longer block the terminals. In Security, make it only 3 panels on each side of the room and not 5. At Atraks, remove the replicant mechanic and the operator completely. At Nukes and Taniks, either remove the mechanic of losing the augment and let whoever takes it first able to just keep it OR remove the radiation mechanic. Part 2: Give hard mode raids these mechanics and add a contest modifier. Maybe it should cap your level at 20 below, maybe the cap should be adjusted, I don't know. But there should be a cap on your level and it should be something below every encounter. And like I said, add the mechanics back. Because honestly, doing these raids, it feels like things like rebuilding the platforms in garden, having 10 panels to look at in security, Servitors blocking terminals in Atraks and security, the replicant debuff mechanic in Atraks, and the radiation/disbled augment mechanics in Nukes and Taniks are all hard mode mechanics. They feel like they are added on to make the encounters more mechanically challenging than they really need to be for average players, BUT for hardcore players these added mechanics to stay on top of should be there to turn on if you seek the challenge. And of course this hard mode should have a different loot system. Maybe from hard mode you choose something out of the loot pool from each encounter instead of something random. Or hard mode should have exclusive weapons.

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