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Destiny 2

Discuss all things Destiny 2.
Edited by PhNx Hellfire: 12/26/2015 8:27:31 AM
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How to improve teamwork in Destiny (Ideas for Destiny 2)

First things first: Remodel the destiny subclass system. One of the best ideas I think is the idea of perks like courage of the pack or song of flame evolving into something more for Destiny. The remodel portion would ideally go like this: Subclass A- Offensive based. Uses solo skills or set stones to become an army of one. Would suit competitive Trials players, Raid players, and/or Iron Banner. Subclass B- Defensive based. Uses key nodes to counter produce almost all supers, grenades, or melee abilities. This would ideally act like a solo shutdown of sorts, but would also allow for flexibility. This would ideally suit patrol, old raid, or normal crucible players. Subclass C- Specialized tree. This would be the original idea. Nodes specially granting the equivalant of a warlord (as in lots and lots and lots of perks to be attained for yourself or allies), but is a tree specifically designed to work with another class subclass C. When combined? With 3? It's a field remodel. Can effectively counter a single player, but is built around keeping players in the action as long as they are smart. The reason for the general explanation and the first thought to say, "No. That subclass would only promote people running around in groups" is to make you think about that for one second. While Trials? Iron Banner? Prison of Elders even? The third subclass is not designed to be a standalone army. It's supposed be a produce or counter produce teamwork focus. That if courage of the pack is one? Poison the armor with a well placed counter grenade. This normalizes right? Wrong. Poison is sustained through the bloodstream. Therefore? You gain an additional two, three or four seconds of a counter (maybe XX% damage increase, reduced speed, ect.) as a reward for countering. Using two players? Three players? Same concept being applied. Those who are smart? Who build according to the enemy players or hanging back at first? It becomes a sparring match rather then a subclass C showdown from two teams who know what they are doing. Besides this initial idea of remodeling super frameworks, there is other ways to promote being in raids, ect. with perks. If a fireteam is formed before a piece of content is started? Give them an experience/skill tree boost outside of a number they don't want to see anymore. Call it light's reckoning or something and make it have a benefit players do want like a primary reroll possibility (meaning you equip any legendary or rare primary, use the consumable, and suddenly have rerolled perks). The goal here is to get existing players to enjoy their time with their friends list or if someone should return from another game? Give them incentive to stick around with some friends for the endgame content. Make it so Tuesday? Run a nightfall with teammates from your friends list rather then solo or as duo? Give them a consumable with a unique quest tree for a specialized emote or other cosmetic. Don't make it too complicated. Don't make it too long. The entire point is to reward teamwork obviously while adding challenges or lore to PvE or PvP. Wednesday being arms day? Make it so that one day, any person may reroll for a glimmer fee at the gunsmith. Friday and Saturday? Xur day? Keep the glass needles and 3 of coins purchase.

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