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4/18/2023 8:31:48 AM
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Feedback on , warlock subclass balance and glaives pre-mid season patch

Much of this feedback has stemmed from my own musings over current gamepay balance prompted by seeing some of the community responses following lightfall. In general I think the subclasses are in a reasonable place in terms of gameplay feel and fun factor with the armour and subclass changes over the past year. In terms of general game difficulty build potency is perhaps a touch too high - personally I really enjoyed the difficulty spikes introduced with lightfall and felt reasonably challenged but not to the extent I felt my playing experience was anything beyond casual. With an overall push in the sandbox toward more conscious build decisions with subclass choice, ability selection, exotic selection and the armour mod system being central pillars of this process I feel the updates to the system have really set up an ability landscape that has set foundational rules. Coming from a background playing mmorpgs is something I really enjoy and engaging with. That said, I think the system needs some standardisations with how the different pillars interact, with my key issues being the following: -[b]In game benefits on an ability level basis are poorly communicated.[/b] While cost (in terms of cooldown) is somewhat confusingly labelled for individual abilities standardised metrics for ability damage are not presented. For new players, there is an accessibility barrier when no information (e.g. standardised damage, area, duration etc.) is presented to allow them to make conscious choices in build design. -[b]The cost/benefit relationship across most abilities is not intuitive.[/b] Not all grenades are going to be equally comparable. With that said, an individual players choice is going to boil down to what is the cooldown of the ability (cost) and how much damage is it doing (benefit) with the intuitive assumption that cost α benefit. When cost is the only metric provided, players rely on this assumption for assessing ability worth but for the most part these values seem arbitrary when comparing abilities with similar functionality. As an example, magnetic and fusion grenades both function as primarily single target grenades with a high degree of magnetism, and have a small amount of splash damage. When looking at damage, magnetic grenades deal around 15% more damage than fusion grenades and yet are priced with a 45% greater base cooldown. These cooldowns make less sense when considering more disparate abilities like melees – does ball lightning really warrant a cooldown almost 25% longer than thunderclap given the damage potential of either? Arguments could be made that cooldowns also account for additional interactions but given these are often accounted for by various aspects/exotic descriptions for consistency the individual cooldown should reflect the base capability of the ability. Collectively this non-linear correlation between cost/benefit for abilities is a big driver for why many abilities can feel underwhelming to both new and experienced guardians alike. -[b]The cost/benefit relationship across most aspects is not intuitive.[/b] Similar to abilities, the costing of many aspects relative to effect strength is often unintuitive. While I think having a variety of costs can create space for meaningful build decisions, I do feel current costings aren’t intuitively aligned with aspect strength as individual aspects are more often balanced by effect strength, synergies, internal timers, etc. The best examples for me are those aspects granting slide activated alternate melees. Consecration as a gold standard offers great gameplay feel, lots of potential synergy to specific fragments, internal synergy with other aspects and feels adequately priced against other aspects available to solar titans. Tempest strike and lightning surge in comparison offer poorer gameplay outcomes (beyond some cheesy pvp shenanigans), poorer fragment synergies and yet are all costed the same. Tempest strike comes with an added fixed cooldown. Similar parallels can be drawn with those aspects that alter grenade functionality with the cost of chaos accelerant being a prominent example. Again, this unintuitive balance between aspect strength, cost and other balancing metrics I feel contributes a large part to how certain aspects are received and general gameplay feel. -[b]Armour system could use an option for generating orbs from generic ability damage not attributed to melees/grenades[/b]. While previously these damage sources were derived from niche interactions, or were covered by other mods, the introduction of strand has brought these damage sources more into the limelight. Such a mod would alleviate some of the pain points experienced by stasis and strand users (warlock specifically, but presumably this would also apply to kills generated using drengrs lash) as well as opening synergy with specific exotics like khepri's horn, bombadiers etc.

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  • Glaives: Since their inception I have been a massive fan of glaive gameplay. With ~50k kills on my enigma and an average of 5-10k on the others, glaives are a staple of my loadouts because of the utility they provide in higher end content. More than that, I love the playstyle and power fantasy. All that said, I feel glaives still don’t meet the expectations set out by bungie in a previous twab and exist in a limbo between being treated as a melee or weapon but with none of the interaction space of either. With the current armour changes, glaives melees need a way to feed into orb generation by being classified as uncharged melees, as well as interacting with mods which also trigger of these prompts. Doing so would go a long way to making these weapons feel more integrated into the sandbox. This feeling of limbo also extends to some of the perk interactions - the energy return of pug/demo doesn't make sense when considering the killing potential/reserve size of glaive projectiles relative to something like a sniper or fusion, unless this was originally intended to trigger off of the melee. I’d love to also see some way of getting these melees to also interact conditionally as charged melees as this would further open up the possibility space for these weapons. Since the nerf to the suppressive glaive mod way back in risen I’ve though one possibility for this could be to bring this functionality at the cost of shield energy to create a unique gameplay loop where players have the option to use the shield for either offensive or defensive effects and giving more value to some of the glaive specific perks. I don’t see this idea ever being an intrinsic effect given how the exotic glaives work, but perhaps as a perk option in the future. Vexcalibur: This is an incredibly fun and impactful glaive to use and brings everything you’d expect of an exotic. Its gameplay loop feels very impactful in moment to moment gameplay and it has some nice skill ceiling elements to its functionality (for those enthusiasts, the build up is not tied strictly to shield duration barring an initial activation requirement, and once you have the timing down you can pulse the shield for a consistent amount of overshield to get the loop going or for quick burst heals). It feels so good to use that I actively miss it when returning to regular glaives. The catalysts are a bit mid (the first feels like it has anti-synergy with how quickly the shield drains, and graverobber is overrated on glaives imho) but with the rest of the package this is mild complaint. 9/10 *chef’s kiss Winterbite: My feelings here are conflicted. On the one hand it feels incredibly impactful as a glaive for neutral play and is great fun to use and build around. On the other, its damage potential as a heavy is very inconsistent (compounded with many damage bugs with this weapon despite the previous fix). Fundamentally it functions as a rocket launcher that stacks poorly (sans the bug), has comparably slower delivery, RoF and reload. The melee aspect, while cool on paper, in practise takes too long to proc in a vacuum and is buggy to build into for stasis subclasses due to the freeze immunity window. Would love to see this in the kinetic slot with some tune to the damage profile, but outside that pipedream I feel it could do with a reserves increase to push it more towards the utility/ad clear role where it shines as will making it a choice for total damage in the same space as lmgs for those longer damage windows. Additionally, I would love to see a QoL reduction in the hitbox of the crystal – if I had a dollar for the amount of times I’ve blown myself up after hitting an ally or piece of terrain in my periphery I’d be a reasonably wealthy guardian.

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