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#feedback

10/18/2014 7:38:53 AM
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Atheon Teleport Mechanics Update Feedback

I have not complained about any changes to this game. - Loot Cave - okay, patch it (and you gave us a fun Easter Egg at that). - Gun nerfs/buffs - you guys know best, you can watch how we play and address what's needed to provide multiple alternatives with weapon selection in PVP. - Templar column - Even though I backed this as a "strategy", I only tried to help *one* group that insisted on it and my group has always had dedicated roles in that fight. We played the ground game and continue to do so, we're better and faster at it. - Atheon "baby bumpers" - Yes, please. They're not necessary when you have a good team who play well together and know roles that we have unanimously determined by preference and vote. I didn't support the bug that broke him. - Atheon's teleport behavior? - Please, Bungie, please. Most successful Raid teams have found that different members are better at different roles. This is a TEAM event. I, for one, am the dedicated Relic-holder for that fight. We've watched gameplay mechanics, we developed a system, a strategy, to break our group into two. Portal team does what needs to be done in the portals, and Gatekeeper team survives the hordes of suicidal Harpies, opens the necessary gate, and generally does the most damage to Atheon once Portal team is out, because we're busy getting ready to go back in again. [b]The Atheon teleport change will break not only our strategy, but most successful teams' strategies.[/b] The fight will be utter chaos. Not everyone plays the same role in a team - that's what makes a TEAM. If we could all perform the same roles, we'd be interchangeable. Why stay together? Our group dynamics are great and we all get along well, but the glitches in Atheon's fight were tough enough to get through without someone raging. The deaths of a single dedicated member alone can make the fight unwinnable. [b]We are using legitimate strategy there, Bungie.[/b] There is no unfair advantage, no taking advantage of unfair enemy behavior (some predictability is not a bad thing!), we just got our team 100% set this week! Not everyone can be expected to perform the same in a team. We all have strengths and weaknesses and that is part of what brings us together. [b]We fill in each other's gaps in playstyle to complete the group.[/b] Please rethink this Atheon patch. "Baby bumpers" are great. Make the community fight for their victory! But don't completely trash mechanics that aren't broken. I know six of me could not beat this Raid, nor could six of any other gamer I know. Level playing fields are great, but don't take away our individual strengths. Sorry for the long post. I have reposted this in the Feedback forum where it belongs, as I've asked others who post in the #destiny category. [b]I've always supported you guys and plan on continuing to... Don't break the Raid, please![/b]
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  • Edited by Leogan: 10/18/2014 9:51:01 PM
    First and foremost I want to say I highly approve of announcing hotfix plans and rationale ahead of the actual patch. I hope this remains standard. I am ambivalent about the actual Atheon teleport changes. Training for all roles was something my clan and I were already doing, simply because if someone went down another would have to pick up the slack anyway. Being prepared for that seemed prudent, and team building. But as others have pointed out, being prepared and being forced aren't quite the same thing. Patching encounters to increase difficulty has its own barrel of problems that patching to decrease difficulty does not. This isn't Beta, progress will not be reset. Increasing difficulty post-release functionally raises the height of the wall new raiders have to climb, where players who completed the raid already received the [b]exact same rewards for what was arguably a less difficult task[/b]. This is going to tick people off, as we can plainly see. It's better to over tune the fight, then dial it back, if you have to change difficulty at all. Doing it the other way around makes me think two things: - The raid did NOT get enough testing - Someone is worried that the content not being adequately challenging is a big enough problem to warrant spending the time and money to fix it. The question I have in response to both these thoughts is, why and why?

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