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Destiny 2

Discuss all things Destiny 2.
Edited by Odd Ball M4AE4: 9/27/2022 2:58:59 PM
60

Champion Spam Is NOT Gameplay

Was doing Vox Obscura on Master, expecting some Champion tomfoolery, and oh my lord, was I right. Just cramming those suckers into every room, every corridor, every cubic inch of sand possible. So many activities have been absolutely ruined through the spam of Champions. Legend Shattered Realm, Master Exotic Missions, Master Raids. What were once interesting activities now receive "increased difficulty" through bending the player's arm behind their back in order to complete an activity. Champions are not fun to play against, Champions are not challenging to play against (unless spammed beyond the player's ability to handle them--but that's not challenging, that's just frustrating), Champions change nothing about an encounter. Champions make encounters more boring, forcing players to run the same loadout (or even two whole loadouts, we're so blessed) in every activity. There is no reason to kill Champions in any activity outside of Strikes (if they had a chance to drop powerful gear or materials, maybe more value and reason for the player to engage with them). Champions destroy what Destiny was fundamentally about: Creating builds, running whatever crazy gun you wanted, matching it up against endgame content, and seeing what fun you could get into. Endgame Destiny is now incredibly rigid, predictable, boring. If you've got a loadout to deal with Champions, chances are, everybody else has the exact same loadout. EDIT: Allow me to voice the general consensus from the comments below: Champions are a fine concept, something inherently Destiny; however, when they are implemented poorly (too many placed in a single encounter, reinforcing each other beyond player manageability, teleporting too much, glitching and not stunning), it makes encounters frustrating and uninteresting to play. Champions are fine in small doses, one or two per encounter is fine (two or three for Grandmaster/Master), but 8-10 gets absolutely ridiculous (Vox Obscura). And really, the issue of Champions rests on a larger problem with Destiny where Bungie has trouble coming up with better ways to make higher-level encounters more difficult. D1 had problems with Major enemy spam (SABER 2.0 on Heroic was a nightmare when Taken Captains kept spamming shadow balls). EDIT 2: The next community consensus on the topic of Champions rests on how player loadouts are forced around fighting Champions. Many players feel forced into one or two loadouts per activity and feel extremely limited due to lack of options. On top of this, some Champion mods have the potential to make or break certain activities for a season due to the cycling of certain mods which work really well (Anti-barrier SMG is NOT a great option / Overload Auto Rifle and SMG are terrible Overload choices due to their random nature).

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  • Edited by Ogma: Destroyer of Worlds: 9/28/2022 6:37:48 PM
    Was really hoping that Hive light bearers would be the start of champ replacement. Each faction getting their own unique enemies that require more to combat, to slowly weed out champs. If the best way you can implement challenge is to suddenly dictate what the player can use, ESPECIALLY in a loot game, then I think that you’ve failed on at least some level. Finally got that roll you wanted? Too bad. Doesn’t work on these enemies. Use something else. This is the antithesis of a game where you go for specific versions of things you really want to use. Fun > artificial challenge, every time.

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