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Destiny 2

Discuss all things Destiny 2.
Edited by ThisWickedEarth: 3/8/2019 2:00:31 PM
0

Let's talk about The Reckoning...

A for effort, C on execution. Like pretty much every poorly designed thing in D2, it has potential, but there are some issues with the overall mechanics and the presentation in general. [b]Load In[/b]: I like the initial load in, the whole portal thing, the stuff to explore, that said it feels like there should be something else to DO there. Not sure what, but it seems like a wasted opportunity. [b]The Well Space[/b]: Again, feels empty. And after a while extraneous. I like the look, the little mote bank, the swirly pit, all good. But having to run over to it is kind of meh. I probably wouldn't mind it so much if not for some of the other issues. [b]Reckoning Phase 1[/b]: Enough with the snipers in these game modes. Blind Well and EP are generally more fun because they do not tend to rely on cheap mechanics in order to challenge the players. Even the first three forges do a pretty good job of controlled chaos. But the devs seem to have no idea when it comes to subtlety in tuning the "challenge" elements of a mode. Bergusia Forge has the exact same issue. The snipers remove any strategy from completing the objective and have too much potential to make a round feel like a bullshit game of hide and seek. Nothing detracts from the power fantasy faster than getting seemingly one shot from out of nowhere, regardless of load out/overall power. This also tends to make the difficulty vary dramatically depending on the enemy composition. Some rounds feel way too easy, while others can become absurdly frustrating. I think the best way around this would be to make the snipers part of the objective. Killing a sniper should increase the amount of time available for completion, but not count towards overall progress towards summoning the boss. This would work in both the Forge and Reckoning. I also would consider making yellow bars the only way to progress, with all other adds being the main obstacle, which is already kind of how it works. The bigger/tougher enemies are already something I enjoy with this mode, and having to constantly move(like in the forges), is also really exciting and fun. [b]Re-spawn[/b]: Look, pick one. Either annoyingly long spawn timers or a trip back to the beginning. Having both REALLY breaks the flow of this game mode. I get the team aspect, but this alongside with the sniping aspect makes it very easy to have 2-3 people down at a time essentially negating the run at about 2 minutes in, which would be fine, if there were a way to do a hard reset instead of wasting the next three minutes with no chance of finishing. And yes, I recognize that in general, this tier is REALLY easy, however, there are definitely scenarios where the whole thing falls apart. I think that happens too rapidly and is too dependent on the time based mechanics. So either spawn us on the initial bridge OR reduce the timer by about half. That way there is still a penalty for not being revived, but a couple of quick/unlucky deaths are not going to blow the whole run. [b]The Rewards[/b]: I like the idea here, but there should be a toned down set benefit for the regular Gambit mode. The full bonuses would be OP, but it would be nice to have something. Maybe increase infamy? Something simple. Overall, I like both new modes. And I am not so concerned about "how much" content their is. People are far too apt to equate a bunch of tedious quests with "getting their money's worth". The new way is MUCH more interesting. Except for the lack of synergy between each season and vanilla. There should be something new in each destination with every release. Nothing crazy, but there definitely should be something. Cheers

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