JavaScript is required to use Bungie.net

Destiny 2

Discuss all things Destiny 2.
11/16/2023 1:45:39 AM
44

Higher level content isn't difficult. It's tedious.

And boring. Bungie needs to learn the difference between artificial difficulty and actual challenging game design. Throwing a hundred red bars with more shields and nine million health into an activity doesn't then make it more difficult; it's now just boring because it takes me three times as long to kill the same type of enemy I can fight on a patrol. Champions are not difficult. They're dumb gimmicks that hinder any kind of interesting play styles and approach to an encounter. Every GM basically just boils down to sitting in the back of the map with a full team of wishenders until every enemy is dead. If one weapon can effectively render your whole design philosophy for encounters obsolete, that's bad game design. I feel like Tormenters are a good first step towards a boss type enemy that isn't just your run of the mill champion throw on a mod and win gimmick, unfortunately I feel like they have been critically misused by Bungie since their introduction. Anyway just my 2c.

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • Edited by Verke0: 11/17/2023 8:45:55 AM
    I mostly disagree. I say mostly, because imo primary damage should be buffed across the board. The exotic primary buff feels great, but i feel that legendaries are being left behind too much. I like playing aggresively and there are plenty of builds that allow you to do so. Synthoceps, Raijus Harness or Astrocyte Verse to name a few. Dark Souls is a hard game, boss fights are trial and error, but at some point you realise all the attacks and moves are scripted in a way and you understand whats going to happen when the boss does a certain thing and you adapt. Same can be said about Destiny enemies, though in lesser extent. Their moves are scripted. Once you know their behavior, you can adapt and apply strategies. People want to do high level content, but they lack a deeper understanding of the enemy behaviour. When to push, when to pull back and most importantly when to pop your super. Supers, especially roaming supers in GMs are king. They are powerful, create tons of orbs and make you practically invincible for a while. At the end of a GM i have created most of the times between 100-250 orbs, depending on the build and GM. LFG teammates die, take their super back to orbit with 0 orbs created and then complain that the game is too hard. JUST POP YOUR SUPER, MATE!! Give me those orbs and lets chain supers. That said, staying in the back with wish ender or something is a viable tactic. You can use it to take out the biggest dangers before diving into the group. You can also use it the entire time like OP does and then complain the gameplay is stale, but thats a choice that you are making. If you want to learn more about enemy behavior, i wholeheartedly suggest you run assassins cowl with a 1-2 punch shotgun (suggestion: ikelos with turnabout and 1-2 punch) and arcstrider. It will teach you the do's and dont's very rapidly. At some point you will realise you dont even need the invisibility and can branch out to other exotics with blink.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon