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8/25/2018 1:37:35 PM
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Thoughts on the state of Destiny 2 and where it could go from here

Hi Bungie and community! I recently read the new patch notes preview on the Companion App and watched the streams and read up on all the craziness that is [i]Forsaken[/i], and I figured I’d share some thoughts on a few things I’ve had in mind, all the way from back in D1Y1. TL;DR: Change is good and often healthy and I congratulate Bungie on what they’re moving towards, but change for the sake of change is not always beneficial. First up, armor. For the first of many times I’m sure I’ll touch on this game, [i]Guild Wars[/i] was a fantastic example of how to keep inventories relevant over many years, and I feel like Bungie were headed down this path but are losing sight of it. In GW, the Elite armor you could forge in [i]Prophecies[/i] (the base game) stayed relevant in terms of mods applied and was as equally capable as the newest Elite armor from [i]Nightfall[/i] or [i]Eye of the North[/i], and functioned mostly to satisfy cosmetic and aesthetic appeal, but also to diversify skill and stat builds by teching an armor set to a specific task, much like D2’s armor sets. I have heard/read that D2Y1 armor will not be able to accept new mods and will have their Y1 mods rendered unusable, which is a deeply confusing choice to make, considering that the armor ornamentation system for sets like Sovereign, Iron Truage and Swordflight were really the best compromise on keeping an armor set relevant and giving it a visual overhaul each season and not having to grind for a completely new armor set each season (seriously Bungie, this is SUCH a great idea, kudos to you for implementing it and doing it well), and to give players more control over how an armor set looks. Customization is not a bad thing, and I feel quite disappointed that I won’t be able to use, say, my Y1 Sovereign ornamentation on future New Monarchy armor sets if I want to use the new Mod system in [i]Forsaken[/i]. Next, Exotic Armor. With the new expansion adding in even more, I think it’s high time that a tool not unlike the Emote menu be applied to each armor slot for Exotics; a permanent Exotic armor item slot submenu that can select from any Exotic armor piece you own, function as an item, which then can have the piece you want applied, and also follows the rule of only one can be equipped. For example, you select your Exotic tool slot from your Helmet inventory on your Warlock, you want to run Crown of Tempests, and choose it from the seven helmets within to be the Exotic helmet you wear, which will condense 7 used inventory slots to 1 and let you have access to every Exotic armor you own without your player armor inventory clogging up with your Exotics. I’ve also not heard anything on Exotic Armor Masterworks. Any word on when we’ll be able to get that extra Masterwork armor protection bonus when we’re using Exotic armor? Now vehicles. Sparrows have next to no durability, and can be destroyed instantly from relatively weak attacks. Could we have heavier armor on our Sparrows? I don’t know if the idea is that a guy has squishy Sparrows so you don’t just blitz past powerful foes, but riding on a bomb that could explode and kill you if a Psion sneezes at you is no fun either. This next bit is radical, but could be amazing: we could make our choice of Jumpship more relevant by also incorporating our Transmat abilities with it to requisition in special vehicles. Mostly I want the ability to transmat in a Drake tank now and then. I’m not asking an unlimited fun run of them, and I would be OK with expanding parts of the over world and making certain areas, Strikes, or events capable of summoning in a Drake or a captured Pike or Interceptor for a certain time limit or between certain cooldowns, but we could do so much more with our Jumpships to make them more relevant and feel like we’ve got our own armories rolling with us from the City. Seeing as we’re getting the new Super variations in [i]Forsaken[/i], I’d also propose we update the rest of our Supers/subclasses to variate them all to make them more diverse. In the case of Arcstrider, I’d offer changing the Way of the Warrior to make the Arc Staff capable of being thrown like the Valkyrie javelin from [i]Warmind[/i]. For Gunslinger, offer the option to overcharge the Golden Gun by holding the Super button to fire a Nighthawk shot, and repurpose the Nighthawk to offer bonuses for electing to overcharge the Golden Gun, like enhanced zoom and Super energy refund on terminating a target with it. For Dawnblade, I’d like to see a doubling-down on aerial superiority and magic-slinging in the two subclass paths to make one the undisputed lord of the skies in aerial combat and the other a potent grenadier/swordswinger. For Sentinel, having a Titan be able to slowly (think slower than carrying a Siege Engine part from Wrath of the Machine) move the Ward of Dawn with them, so it’s anchored to their person rather than a world space and provide resistance or outright immunity to knockback out of the Ward, or be able to cancel the Ward early like the new Stormcaller setup for a quick Reinhardt team save from Val Caour’s magic missiles. On the subject of weapons, I love that swords are finally getting shaders. Seriously. Could we also get that treatment for Exotic weapons? I’ve wanted a Crimson Passion shader for the Jade Rabbit for the longest time, since its sticker-laden ornament came out. Catalysts, though. I’m Rank 60 with Zavala and have almost 1500 tokens extra on top of that unspent, and I have only ever found 1 strike catalyst, and I think I’m the only one of my guild members to have had one drop. Just saying, maybe a system similar to Escalation Protocol for increasing drop rates isn’t a bad idea for those Strike ones. Raid ones, too. I love the catalyst system, I really do, but “rare drop” probably shouldn’t mean “get ready to make D2 your second FT job” rare drop. Oh, and what will happen to D2Y1 weapons such as Drang, Mida Mini-Tool, and all the Exotics from this last year with the new mods and Masterwork updates? Will Tyra and Devrim drop Y2 variants of those Legendary companion weapons? Will we have to re-acquire Exotics in Y2 to have mod-able variants? Also on weapons, I’m enjoying the thought of the new weapon randomization system and the new mod system. I’d like to see something more akin to the mod system in [i]Fallout 4[/i] myself, but this is fine. I’m even okay with some Y1 weapons being changed. But for the sake of item permanence, could they also get Y2 mod support? And as one guy on Reddit said, could some guns in Y2 have static rolls, like Raid guns and some powerful/unique Legendaries? Total randomization chaos to increase the play time invested to get guns isn’t a purely positive way to engage your player base either. Exploration is also a must. Your Guardians have crazy wanderlust to burn off, and I have noticed many areas are gated off with shields or fences that are normally accessed by Adventures. Sometimes it’s good to just let players wander around and not event-gate them out of certain areas. I don’t even care if I have to hoof it all the way down and can’t get out except to transmat back to Trostland, especially not if there are new lore scans, rare consumables or items, powerful enemies, or new powers, perks, or abilities to be found by delving into the deepest depths of Titan, Nessus, Io, Earth, Mercury, Mars, or the Reef ([i]nudge nudge wink wink[/i]). Lost Sectors are a good start, but expanding your territories for your players will also go a long way. We’ve been spoiled by games like [i]Skyrim[/i] and [i]Breath of the Wild[/i]. Also on the topic of expansion, the Infinite Forest has a ton of unused potential. It could be the new place to run Heroic Adventures for any planet (it is an infinite reality engine, after all), or you could make it into a Patrol-accessed event area like Archon’s Forge or Escalation Protocol and give us a endless wave challenge area to do battle in, and it would be a huge quality of life update for purchasers of [i]Curse of Osiris[/i]. I’m sure I’ll have more to add to the thread later, but I’ll leave with this: Bungie, you’re going positive again. You’re doing a better job, and while I stuck by you, I saw and understood the arguments of the people who did not, and I’m glad you’re learning from that. I still think you’ve got a ways to go, though. Eververse will never be a source of revenue again, and I hope you all make that a side-gig rather than a focus. Focus should be on enriching your world and giving us more to explore, even if it means updating content released back in [i]Curse of Osiris[/i] that you won’t make immediate returns on. Focus should be on making a long-term plan on keeping the rewards we earned in the first days of D2, such as Ikora’s Parade Armor, as relevant 5 years from now as it was then. Focus should be on the magic I know your studio has, and that I hope to see, in the new [i]Forsaken[/i] expansion. I have faith in you guys, just keep soldiering forward and you’ll get a robust player base and your fans returning once again. See you September 4.

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  • Oh. My. God. [b][i][u]THIS[/u][/i][/b]

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  • I enjoyed reading all of your ideas. They were well thought out, and well articulated. It’s rare to see that combination in these forums. People typically only complain without offering solutions, and seldom can they spell anything correctly. Thanks for the posts, dude. This clearly took some time out of your day... I hope this gains the attention of someone who is able to integrate some of these things... because I would very much like to see virtually everything you’ve said happen.

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  • Something else that crossed my mind was Resilience. I really think Recovery is perfect right where it is, and Mobility is also in a great place, though scaling your max Sprint speed to your Mobility would make the stat somewhat more relevant (and let’s be real, I want to see what kind of rubber I can lay down with a Way of the Wind Arcstrider with 10+ Mobility). I’d like to see a “Do You Even Lift” update for Resilience that gives some more power to your defense outside of Recovery. I’m pretty sure the current model is just a straight line of lightly increasing HP (like 5 HP per point or so, unless I’m really remembering wrong), and you really don’t feel any tougher or tankier when you put points into the stat. I’d like for the Guardians to feel like they are going to tank hits better when they invest more heavily into Resilience, especially those Titans who run a ton of Resilience on their Heavy armor. It’d help drive home some more character skill set customization and reinforce the Titans as the frontline tanks of the game.

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  • I’d also propose a return of either the Artifacts system or the perks from the [i]Rise of Iron[/i] artifacts. Perun, Timur, Radegast, Skorri, and Felwinter had some pretty fun and build-enhancing perks to offer, and I miss them a lot, especially the Radegast one. Best time in Crucible I ever had was using my sword to reflect a Titan’s Hammers back at him in Mayhem IB. Maybe they can be rewards from Saladin for competing in the IB? Rare perks for competing would get me in on that action

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    • I said it a little earlier, but item permanence is something that needs to be discussed as well. There are a ton of cosmetic items in this game that continue to persist even after [i]Forsaken[/i] drops that will continue to be relevant, like ships and shaders and sparrows (mostly from Eververse), but many weapons and armors will not, apparently. I think that’s backwards thought, and my biggest problem with the [i]Destiny[/i] franchise as a whole. It almost feels like the items Guardians use most frequently, weapons and armor, are thought of only from expansion to expansion rather than over the course of the game’s life as a whole, which is unfortunate, because it comes off as irreverence for the effort we spent into grinding out all the armor sets and their ornamentation every season and how many hours it took to pursue trophies like the EP shotgun. Rather than continue to inundate we players with emotes, shaders, ships, and sparrows from Eververse we never asked for, prioritize making our hard-earned Armor and weapons something we can continue to carry with us and use, even long after their initial release. What did we spend our time grinding for ornaments and set pieces on if those armor and weapon sets won’t be able to compete and were rendered conversation pieces after a mere month and a half? I’d urge updating at least the Y1 armor sets to use Y2 mods and continue to keep updating all armor sets going forward. Age of Triumph back in [i]Rise of Iron[/i] brought back obsolete armor sets that I’d argue never should have been made obsolete in the first place. Item permanence, my dudes. It’s important

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    • As for Abilities, I’d like to see our Guardian’s individual Light matter more, not just our weapons or armor. It’d like to see inherent skills universal to a Class or sub-class, such as making all Hunters or Nightstalkers have an inherent Enhanced Radar to drive home their role as a scout/rogue class, or like all Titans having an inherent Shoulder Charge on every melee ability. I’d also argue that some of our Guardians’ Exotic armors offer perks too relevant to the successes of a Subclass (I’m looking at you, Orpheus Rig), and should have their perks tied into a subclass path and the Exotic armor given new purpose. In the case of the Rig, I’d theoretically give all Trapper Hunters inherent Uncanny Arrows, which isn’t as broken as it sounds, and make the Rig shoot triple-arrow volleys for every one you fire with the Mobius Quiver path selected for better ranged DPS against tanks or bosses. This could be duplicated for the Sunbracers for Warlocks or the Crest of Alpha Lupi for Titans, incorporating skills/perks into the classes to drive up the power of your Guardian’s Light and skill set alongside your armor and weapons

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    • You guys literally read my mind when it came to Fusion/Flux/Magnetic Grenades. Especially Magnetic. The only thing I’d argue is that those sticky grenades should be guaranteed kills if they attach, rather than do the same damage whether it sticks or not. They’re more skillful Grenades to use and should reflect that in their lethality, same with Tripwire Grenade. I miss the D1 days where a pass through one of those without being alert to the danger was a guaranteed kill, like in your new Gunslinger trailer (a work of art, btw. Seeing a Hunter in action is poetry in motion).

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