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originally posted in: DeeJ, I have more feedback for you.
10/20/2014 2:16:22 AM
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This change will teach versatility to the community. Too many times, you go into VoG and people only have experience with that one role they played their first time through. When something goes wrong, there is zero ability to adjust. Any one player claiming to be an endgame raider should be able to cover any role in a pinch. I fail to see why anyone would be upset at having to make their teams/clans stronger. People are complaining about nothing to do, well, they're about to give you a few new things to learn and impart on your teams. Is it a matter of not wanting to develop one's skill set, or being afraid one doesn't possess the gaming versatility to adjust.... or not wanting anyone else to because one enjoys being the relic rockstar and won't be the center of attention anymore? Again, makes me wonder who is really upset and what the real reasons are. I'm glad this change is coming. I hope people are already taking their fireteams in just to give everyone practice at each role while you can still execute some control over the porting, otherwise I foresee some "raiding teams" falling apart when that patch is released.
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    Versatility is a stretch. When you're running the portal team, you use rocket launchers to kill things fast where when you are defending you are using machine guns to fend off the horde. The mechanics on this game do not allow players to freely switch between rockets and machine guns on the fly (it takes time and once you're in the portal changing up things, you'll be marked by the void). Also if you change weapons within a class, you lose out on ammo as well. By randomizing the portal teams this essentially eliminates any sort of strategy and makes it more luck dependent that you have the right people in the portal and defending. This is basically saying, "we -blam!-ed up and realize people are outsmarting us. So we're going to make a big -blam!- you to y'all and make things totally random in hopes you guys stop getting loot and leveling up too fast." These changes are telling players there is only one way to beat Atheon and they're going to make it so linear that we have to abide by their way. They could have caught the Atheon "bug" during testing, did not and it took weeks of cheesing before they did something. I implore you to beat Atheon after the patch and share your experience. I doubt that this will make a team stronger. The best team has players with pre-planned roles with the appropriate set up. By essentially removing all strategy, it will make playing the raid a terrible experience.

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  • Very well said!

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  • Most of my Atheon experience has been on the portal team, and I've never used a rocket launcher. My setup has consistently been pulse/sniper/machine gun. I can kill all oracles without reloading my machine gun, at worst I might change to my pulse or scout / depending on setup. I reload when moving out of portals. That's just me though, but I can hold sync plates to maintain portals with that setup as well as dps Atheon. I would disagree and say that the encounter is becoming less linear by giving teams a more complex formula to solve. I agree that right now the best teams go in with specific roles for each member, but add that the best teams are able to adjust when the people in those roles go down/don't get ported. I will be happy to share my experience post patch. I am not expecting a big problem. We took the weekend to just go in and run varied drills to switch up portal teams and relic users and make sure everyone had a turn or three on each role to understand the logistics. Admittedly we were already doing this to some degree just to compensate for poor adjustments when things didn't go our way on previous clears and to make things smoother in the future. So the upcoming patch just moved our timetable up a bit. We even split up with pickup groups just for extra practice. With the prior warning, any group who didn't do this would strike me as just asking for a headache.

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  • I'd just like to start by saying that there's a massive difference between randomness and formula - what exists right now is a formula, a methodology behind the boss' actions that players can solve and apply to the situation. Randomness flips your team on its head every time - what your raid group has done isn't preparing for the patch because you've been able to decide the teams and who gets the relic. You don't waste half the time it takes for the Minotaur to climb those stairs or for the first oracle to kill you figuring out who's where and who takes the relic. The randomness should be a hardmode thing if anything, because I don't think a single one of the first-timers I've helped with raid attempts could take the time to learn how to do the fight the way it's going to become and it's not worth wasting that much time learning for the whole group to get a shader. Let me put it this way; what if after every relic shot in the Templar fight the relic shifted to another random team member? What happens when your team inevitably dies because someone taking down an oracle got saddled with it or the new holder was jumping while shooting and just shield slammed off a cliff? It'd technically be manageable, but nobody who isn't a masochist would want to deal with that and it makes the experience significantly less entertaining if you're playing it safe the whole time instead of running around the arena getting to go nuts on your own terms. If Guardians make their own fate, why can't they decide who lets Atheon teleport them? That line gives me a chill whenever I go in the portal and see it, which is something that doesn't feel right if I can't even approach the fight from the angle I want. Using a random teleport system is incredibly limiting and linear because randomness by itself doesn't expand an encounter; giving the player the ability to handle it in a number of ways based on what happens is what expands the encounter. Making it random and sustaining that there's only one way to win is more unfair to the player than making it predictable with a single correct strategy, because you're telling them to take a constantly shifting solid and jam it into a square hole.

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