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Destiny 2

Discuss all things Destiny 2.
3/29/2023 6:53:11 PM
1

Tanks and Rogues and Mobility

The changes to resilience, glaives, sword perks (valiant charge & eager edge), etc have enabled us to spec into a "tank" role. Pulling fire with Vexcaliber is an incredibly fun and rewarding gameplay loop; and it's exciting to see Bungie find mechanics that fit into an FPS. Resilience has both been buffed to better "fit" in the tank role for PvE. If you play a Titan, you get a little extra (class ability cooldown) - a reward for playing into the "tank" class. It would be amazing if mobility were looked at into the same light. Enabling players to fulfil the traditional Rogue power fantasy (and being rewarded for playing the Hunter class). If you build into the "rogue" stat, you should be more stealthy: [b][i]Mobility should make the player take aggro slower.[/i][/b] That's it, that's the pitch. Well, not quite, but the gist. This... --- Plays into the "stealth/rogue" architype gameplay style - giving players survivability to "assassinate" high value targets. --- Encourages build diversity, especially close range single target. (think arc-hunter-assassin). --- Gives discernable value to the player for building into the class fantasy as the class. ---Would not affect PvP (a small boon for the devs). --- Discourages "heavy dipping" non-class stats - such as Warlocks and Hunters requiring 10 res in PvE at the moment. "Tank" roles in fireteams would not want to build mobility/reduce aggro. --- Focuses on what makes a Rogue feel different, unique, and powerful. I have seen "dodge chance" suggested, but this suggestion is much more class specific (even as a "tank" you would want dodge). --- Brings all 3 class stats to the same general level of survivability/investment. That last one is super important, because it affects new players. It's not intuitive to build resilience as the "stealth" class, and so I imagine a lot of new hunters struggle until they research a bit. Sorry if this has been suggested, I didn't find it in my quick search. I believe this affect is already in the game, with Always On Time (though I know that code is a mess, and this effect might be why). TL;DR: make aggro scale slower based on mobility. Reward players for playing into the Hunter/Rogue power fantasy, to feel more like the Titan/Tank relationship. Do you think this would make mobility viable in endgame PvE? Do you feel it would help fulfil the rogue/stealth/assassin gameplay fantasy? Let me know!

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  • The problem is that this wouldn’t affect pvp. Mobility needs to be a useful stat in pvp as well as pve. That’s why I think a better idea would be for it to increase handling and reload speed (handling more for pvp, reload more for pve).

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