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#feedback

Edited by ZinAethor: 5/22/2018 11:12:00 PM
0

The fix for destiny 2.

Light Level. So for starters. Allow all gaurdians to level up to max, regardless of expansion. This way you can up all the old content to current content standards, and you dont have this odd divide in the community betweem those who own DLC and those that dont. This honestly is a really simple fix to all your problems regarding light level. Getting a higher light level isnt even new content so why people that dont own expansions are locked out of it, I dont even know... You can still keep the DLC content restricted to those that own it, but it would allow you to scale all your content correctly and equally and fixes the nightfall/heroic strike problem. And old raid vs new raid light level problem. It also gives people from the base game a reason to play again and may even bump up sales/playerbase for expansions. As players who dont own the expansion may still play when the new updates that affect the whole game drop. Matchmaking. Impliment matchmaking accross the board, guided games was great in theory but has failed because there is no inncentive. Either add a weekly powerfull emgram for doing guided games, or just impliment regular matchmaking into all activities. This doesnt effect teams at all as they can just go in with their full team anyways. Impliment fire teams sizes of 6-9 to planets, so clans and large groups can go questing together, do public events, and escalation protocol. Crucible. Seperate the idea of balaning PVE and PvP it doesnt work. Balance each individually and seperate them completely. Otherwise you get all sorts of wonky shit. This gives you time to actually balance and tweak things without affecting the other side of the game/playerbase. Add more game modes for PVP and add weapon slot changes so there is more gun and gameplay diversity in PVP. PVE. Add more strikes of equal substance to those in warmind, you had some real gold here and I would like to see more of it. Same for the raids as well. I really enjoyed multiple boss encounters, and the difficulty of heroic strikes. But they do need to be more rewarding in terms of farming up light level and each peice of content should have at least one specific reward you can get from farming it. Make nightfall modifiers able to simply be selected from a tab rather than all these strange item systems. Its utterly weird and confusing. Make more interesting mobs/bosses that do a bit more unique moves and have abilities of thier own so encounters keep you on your toes. Abilities. First off modify, tweak, and enhance each of the classes and their ability tree's to really add to the gameplay. Its really odd that there are so many ability tree's that dont even change the way you play, or how your character reacts to situations. This is your nugget of diversity, use it to emhance and change the way classes feel and make some individuality here. I highly suggest even just simply buffing and highlighting the aspects you already have as alot of it is good material, its just not strong enough/matters enough for most PVE content. Like golden gun, the knifes could be really cool in PVE but they sadly just fall way tok short in damage/utility. Or sunlock with the explosive melee, or titan ward of dawn etc... Armor/weapons. Focus slightly less on over all guns amd armor/armor styles you can obtain and focus more on content. And having specific armor pieces/guns come from said content. I think you have done smart design desisions in this for stuff like escalation protocol and the nightfall exclusive guns. But over all there is still just a shit ton of pointless armor/weapons in my eyes that are too similar and also far too many. I feel if more development time was focused on content, and then adding key specific loot to said content that people would want/try to farm more people would enjoy spending time in game doing content and farming said content. I think its also important to make stats actually mean something. Here are some ideas. Tie mobility stat to slightly upping your over all precision damage in PVE. Thus giving this stat meaning and substance and importance in its own right. For health regen you could also make it slightly reduce ability cooldowns the more you have. For a more hit and run style of gameplay with a bit more grenades/melee/rifts or dodges and walls. Make resilliance actually give you a large amount of damage mitigation and recharge your super slightly the more damage you take. Allowing you to truly wade through enemies and put your fist to thier face. This allows gameplay thats fast, mobile and heavy hitting in PVE if you go mobility. It also allows gameplay thats slower, tearing through hords with a sword or punches for resilliance. Alongside being able to use your ultimate to really smash through your foes. And for health regen it would allow you to take smaller hits but heal back up quick while insentivising more ability oriented gameplay. These are over all just raw ideas, many of the changes are targeted more at the PVE side of things, because I dont play much PVP and therefore dont know much about PVP but with PVE and PVP seperate they could make better game design decisions for both. Please dont rage or hate on the ideas, if you have something better then please post a well thought out answer to help push forward the topic on good change. Thank you for reading.

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