They are not challenging, or fun, or interesting. They are busy work units that halt the pace of gameplay. But I'm not making an appeal for myself or speaking for the playerbase, it's actually for Bungie's sake.
Champions introduced more problems than they were created to solve, and typically when the solution creates more issues than the initial problem that's where you gotta go back to formula. It's extremely hard to swallow that pill for creators when something you committed proves itself expendable, but I think we're there.
So Champions required certain mods to stun so you can burst dmg them and move on. But the mods were curated season by season as part of a belief that we shouldn't rest on certain archetypes 'forever' in Destiny. That premise alone is worth another thread, but that's just the start of the conga line of issues. As an initial problem, however, Bungie saddled itself with seasonal concerns of how their Champion mod weapon choices would affect higher difficulty meta. This did not need to happen, as it adds to the already tricky balancing act of a game filled with a dozen of archetypes and literally hundreds of weapons between them.
So time passes and Bungie gives the first of a few nerfs to Champion abilities, such as their regeneration or teleporting. I was curious as to whether Bungie (and players) understood that such things needing to be addressed for enemies that are conceptually simple to deal with (shape/hole matching), was an indictment on their existence. But no.
Then these Champion kryptonite properties were given to exotics, which allowed freedom outside of seasonal curating, but now Bungie needed to decide which for what, with the potential to disappoint players if their face exotic never get updated with one. Again, this didn't need to happen.
The latest 'solution' to Champions were certain subclass verbs being able to stun Champions. Which for what is arbitrary though some thought went into spreading the love to a balanced fireteam could cover both Champions per mission without any Champ mods used. This added new UI noise to our character screen in a game filled with visual information. Bungie did not need to deal with this.
All this without mentioning extra work crafting their encounters for various content, mission by mission, when Witchqueen Legendary shows it doesn't have to be this way. They can simply be... gone.
[b]Edit[/b]:
An analogy I posted in the replies that addresses people who don't see the difference between mechanical challenge and artificial difficulty:
[Quote]If Bungie started adding artifact mods that made certain player classes take double dmg in PvP - everybody would suddenly understand the regressive mechanics of Champs and Champ mods.[/quote]
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1 RispondiJust stun them then kill them.
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1 RispondiModificato da Justin68687112: 10/29/2023 12:55:47 AM"[b]Dear player (1 of hundreds of thousands of you),[/b] We see your overly long post, and we get the gist of it without wasting an obscene amount of time reading it. As a response. We understand you don't like champions, but sorry to shock you, but there are other people on this planet, and the majority of them actually either like champions, or could care less one way or the other. Champions create new conflicts, change up the repeativeness that comes from gameplay that is literally the same exact enemy types over and over and over, with zero change and resulting is a feeling of tedium. Champions help recharging your super energy massively and people that are paying close attention to maximizing their super charge potential, may even hard focus the champions throughout an activity to result in a overall surge in the amounts of supers they seem to have! Like how more orb regeneration mods, means more supers, so does being efficient again melting champions! Did you know the guy who is instantly shooting at the champion in the room they entered, is getting more supers than you who is shooting randomly at thrall with use calculations to your actions?! Point is, champions offer a variety of quality of life improvements without being very obvious what those are! So though we wish we cared about your post being post 63,479th about the same exact -blam!-. Your opinion is actually of the minority and the majority has made it clear that Champions just be good, and it be like that" [b]- Sincerely, John Doe, on behalf of Bungie as they don't care enough to do the necessary reply[/b]
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no aiming down your scout rifle for a few seconds and shooting a dude to stun him is a very engaging game play loop
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1 RispondiHear me out Overload moths and screebs that multiply infinity
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1 RispondiWith time they've become fun, and knowing how to deal with them is a skill, I mean just look at the director struggling to kill an Overload Minotaur But I much rather prefer units like Lucent Hive and Tormentors, as the way they engage with the gameplay is more organic and natural compared to the "oh equip a weapon type specific to counter this enemy based on what the Seasonal Artifact offers" — the prep for Champs is in the menus while the prep for Lucent and Tormentors is in-game
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3 RisposteA wall of text instead of just saying "I die 5 times each time I do legend Bay of Drowned Wishes".
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Surprised overloads are still a thing given how badly they embarrassed the game director lmao
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4 RisposteModificato da TheShadow: 10/27/2023 1:28:55 PMDeleting them will cause a whole new problem because the devs wouldn't know what to do with the game. This isn't even a joke either and I don't give a flying hoot about what anyone thinks about me. ([b] It's a fact having inexperienced devs working on a project )[/b] that has depended on them so damn much that they have cut a hell of a lot of corners when it comes to development/creating challenges, etc... Do you even realize that this would mean they would actually have to try to come up with challenges/ design new mechanics knowing they literally don't want to spend that kind of time, let alone the money to do that? This thing is that lazy development has spread across gaming and has made most games boring as hell and not worth the time invested. They are lazy because the businesses running these games have conditioned them to be that way.
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1 RispondiThis is what you're doing on a Friday........
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1 RispondiI think they should add them to pvp! Hear me out. If the enemy team go a certain level of points ahead, say 10-15 in 6 man games, a champ spawns which ONLY targets the winning team. They keep spawning each time a team goes a set number of points ahead. Obviously they can only be unstoppable or barrier as, and as you'll agree, overloads have a habit of teleporting everywhere and on big maps might take the best part of 7-8 weeks to finally track down and kill! (Sarcasm obs...but you get the dig(
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Someone forgot to tell Bungie (or they DID and Bungie just didn't listen...) that no one likes having to use specific weapon or ammo types to fight an enemy. If you go back and watch people talk about games like Wolfenstein Youngblood or (to a lesser extent, because you could just over-build around the limitation...) Far Cry 6, one negative point that was consistently brought up, was ammo/shield matching.
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2 RisposteI agree, cause I feel like we are soon going to find that one weapon type we love using and just always ask for it, I mean do you think we are ever going to get anti barrier scouts again, I mean we have basically a scout that can deal with unstoppable, overload and if they add anti Barrier all three stun types on one weapon and I mean wicked implement, since that has the ability to freeze and slow
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2 RisposteNo they’re cool, but I wish we could choose which weapon type can have what mod and such.
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5 RisposteWe need more types actually. But the game is at its end. So who cares.
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12 RisposteThey're kinda moving away...lucent hive and tormentors. Champs are fine honestly.
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Been saying this since they released. They're not fun to engage. They're buggy as hell and force loadouts that don't always fit the playstyle and/or content they're in.
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1 RispondiNo, they will cling to their stupid gimmick and you will like it!
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They should keep unstoppables with no way to stun them. Obviously they'll have the DR removed. It should be fun.
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1 RispondiOr change them so they don't shoehorn you to use certain equipments just because they don't like seeing us using our favorite weapons. Start by making mods an optional power boost instead of mandatory "bring this or you can't do anything"
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2 RisposteWhat really needs to be removed is some of the more recent enemy types. Although I didn't care for the story, when the Taken enemies were first introduced, I did enjoy a different [i]take[/i] on all the familiar enemy types. In comparison, when adversaries such as Hive having superpowers, unlimited supers and grenades, and can only be stopped with a finisher were introduced... these things are far worse than champions. Even the moths themselves need to be disposed of. You have to ask yourself if you had to be locked in a small chamber fighting 100 overload minotaurs or 100 wyverns, which enemy would you rather confront?
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1 RispondiNah, champions add variety to the gameplay and men’s that you consider using weapons that you normally wouldn’t.
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1 RispondiHear me out: adapt
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2 RisposteChampions are certainly the most interesting addition to this game since the Taken. Overloads are still messed up bc of Bungie’s layers of code, however they can be tackled with appropriate loadout.
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8 RisposteI dunno, I think removing champs would make endgame pve to easy. More specificity gms and legend/master lost sectors.
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1 RispondiI delete champions regularly, pretty easy kills with ability rework