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Destiny 2

Discuss all things Destiny 2.
7/4/2021 12:59:47 PM
1

General Feedback; Trials, Gambit, Seasons and just general feedback

This is probably gonna be a long read so I’ll subsection it for all those reading :). Trials Trials has been interesting as of late, granted the cheating on PC is an issue that’s already being addressed and the generally population not really playing it’s not the worst it’s been but it’s probably not where the majority of us want it to be. Now keep in my this is My Opinion, so be reasonable please :), there’s a few things that I’d like to suggest as potential changes for Trials to encourage the larger population to give it a go every week plus making it better for everyone as a whole. One of the changes that my fire team have been taking about is a potential separate playlist for trials in which only those who’ve yet to go flawless can choose to play in, granted this could lead to a smaller matchmaking pool in normal trails but that should self correct over 2-3 weeks plus I’m sure the sweats would enjoy the challenge rather than just steamrolling teams. I believe this would also encourage more casual players to try Trials as they’d have to chance to find people who potential can’t play much or want to try for some of the rewards but are put off by the top 10% who play. This could also line up well with however Bungie plan to encourage keeping cards with losses already on them. Another change that I doubt would happen but could provide an interesting twist would be set weapon classes for each week of Trials similarly to the Prestige Leviathan raids. This could definitely swing the percentages of flawless runs per week by simply stopping teaming with god rolls stomping others with less fortunate drop rates. Instead of relying on 120 hand cannons or fighting lion every game you’d be forced into a load out and it’d create an interesting and unique Trials run each week; you could go from HC, Fusion and Linear one week to Side arm, Sniper and Rocket the next. This would make it so teams would rely on skill and coordination more than simply relying on Meta weapons and drops. Granted those people who invest more could try for a god roll in each weapon class but the premise of being able to go flawless regardless of what weapons are forced onto you would seem more of an achievement rather than “oh this team went flawless, I see all of them are using 120 HC, Felwinter and Swords”. Thought about forcing super classes but just didn’t seem practical and the weapon thing seemed like it’d be less forced than having to be locked to a specific subclass. Also potential having the trials map each week in a separate playlist could also be a good way for teams to warmup but it’s not a major thing I’d push for. Gambit Oh Gambit, all I can really provide are suggestions but Gambit as a whole feels off. For starters simply adding back in the Tangled Shore and Dreaming City maps would help, also there needs to be some sort of map protection as it seems all I do is go from Mars to Titan and the back again, once in maybe 10 games I’ll get the EDZ but then it’s usually with a team that will insta melt the boss. Merging core and prime was interesting, there’s a lot we lost but I don’t mind it being one round but sometimes it just makes bounty acquisition tedious at best. I’m fine with the invasion mechanic though I think there could be a few changes to that such as depending on the last blocker sent dictating how much of an overshield you get for invading. I’ve seen a few ideas around and one that I thought sounded reasonable was that instead of hitting certain point caps to invade it actually costs notes to invade. So for example first invasion costs 5 motes, second 10, third 15, etc. It’d be more about planing out invasions and basing the risk and reward of invading rather than simply hitting a threshold and running through. Granted some people could throw matches but constantly burning motes but you can grief in anything these days so the only way I can see this not happening is some sort of punishment or lockout debuff. So perhaps a 20 mote cap for invading and a 45 second lockout so you’d have to rotate your invader. That or for every time after the 20 mote invasion you get a damage debuff or some other negative debuff unless it’s primeval stage. Almost forgot this but Blockers. Blockers feel to be in a decent place at this moment but I’ve a few suggestions. The first would simply be to reintroduce the 20 mote just for some variety to the blocker pool and to also add to that risk/reward to having that option to go for that extra 5 if the other teams pushing for an invasion. Another is potential switching up the blocker spawns as this would then slow down the other team and potential allow for you to either gain a lead or catch up to the other team. By switch up the spawns I mean having the blockers either spawn randomly around the arena or onto the enemy team to add some pressure whilst also potential denying some motes from them. Could see this being a frustrating mechanic but I could also see it spicing gambit up a bit and making for a more action packed game. Lastly for gambit I’d to address the primeval damage phase. Currently any team with a few an anarchy or two can melt a primeval with a simply x2 with relatively little difficulty, so changing this up could allow for more closer fought games rather than the first to summon and anarchy having a 90% of winning the match. So, I can realistically see two, maybe three options for this, the first being just a flat but to the primeval health pool, perhaps double or triple as any semi competent team can kill a primeval with x2 within one invasion and a good team can kill before you can even say ‘Hive, bring a sword’ (sorry had to throw one in for good ole drifter). Another change would be reintroducing the damage phases of Prime as this did allow other teams to catch up and even on rare occasions turns the tide and win the match. This was also a good way of planing invasions as you could almost wipe out a damage phase for the enemy team though I’m aware this wasn’t the best so if this was reintroduced I could see some changes happening, such only having the buff when in the buffed area rather than 10 or 15 timer that it used to give. Lastly, since x2 seems to be the optimal primeval killing level I could see a change being made where it’s only x2 but when the envoys respawn you have to kill them again for the x2 buff or have it so x2 only last for a set period of time and then you’ll have to wait for the next set of envoys to spawn before getting the buff again. Overall I quite enjoy gambit and I feel this is more quality of life stuff with some things to also spice up gambit again. Seasons Compared to the last bracket of season from Shadowkeep to Beyond Light this season bracket has been great so far. We’ve had strong stories in 2 so far, season of the hunt felt a little lacking but it felt more like it was introducing Crow and Osiris as the connecting factors in the seasonal stories leading on from that. Having the seasons spring loaded with content and story in the first half of the season rather than drip fed over set amount of weeks is a welcome change that I’m sure everyone’s happy about. I’d much rather go into a season knowing the first 8 weeks will have a plethora of content and story for me and then start scaling down rather than the previous bracket of every 2-3 weeks of having an update on the current story, although Worthy and Arrivals we’re definitely the more like this bracket than the former ones before it. This time around it also feels like every season has be planned out it advance and interconnected in some way to either one another or having ties to Beyond Light or the upcoming WitchQueen, which is definitely welcomed compared to the last bracket where stories kinda felt isolated from one another and didn’t really push the story forward that much other than introducing certain characters or having us sent to kill a boss somewhere. None of it felt connected to the darkness which felt like the main theme of Shadowkeep whereas this time round although it’s not really tied to Beyond Light it feels that every story so far has had some connection to Savathûn and her plans. My only hope is that we keep this trend of heavily weighting the first half to the season with content and then ease up towards the end as this could then reduce burnout so people are free to play other games later in the season without worrying about if they’re going to miss something. Also can I mention how wonderful the roadmap for each season is! You know when certain main event are going to happen which removes the uncertainty of when content drops are happening whilst also helping to keep players invested by knowing that say week 3, 7 and 14 will have a Iron and 1, 9 and 15 will have major story events.

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  • Had to chop this to fit the post, who knew the cap was 10,000 characters :D Raids/Strikes I’m happy with raids and wouldn’t change anything at this moment in time. Perhaps the challenge mode of VoG for the other raids but if I’m not mistaken I believe Bungie mention something about that anyway. As for strikes: Playlist, NightFall and GM. I’m content with the current ones we have, it was a little light when Bungie cut like 7 I think when we lost the four planets and moons but we’ve almost recouped them with the three returning Cosmodrome strikes, one from Beyond Light and last seasons Proving Grounds. The challenge of GM feels like what D1 Nightfalls once were and I enjoy the challenge. Nightfall specific loot is also a nice bonus and farming for god rolls is enough to keep the community coming back and keeping interest. Only thing I’d add would be the reintroduction of strike scoring in playlist strikes, other than that I’m happy with them. Well if you’ve read on this far thank you, I’m pretty happy with the feedback I’ve provided here and feel free to provide yours. Maybe this’ll even catch the eyes of one of the CMs or even the dev team. Anyway, thanks for reading Guardians, Rize slayer :)

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