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Destiny 2

Discussioni su Destiny 2.
Modificato da Talia Sendua: 12/14/2025 7:31:10 PM
7

Bungie, I think we need to re-define what difficulty means in Destiny.

Ever since Lightfall, it seems you (Bungie) have more and more shifted into a direction of "difficulty" design that isn't fun to play against. In simple terms, the enemies on higher/highest difficulties are full of affixes (modifiers/abilities), endure way too much damage while still being able to dish out a lot more. And on top of that making Players reliant on Orb healing through kills/collectibles, isn't that fun for a shooter based on HP regeneration. Enemies in PvE are mostly separated into 3-4 categories. * Minors (such as Dregs, Thralls, Goblins, etc.) * Majors (Captains, Minotaurs, Knights, etc.) * Ultras (Cabal Coloss, Fallen Kell, Vex Hydra, etc.) * Bosses What PvE enemies currently do in [b]highest difficulty matchmaking content[/b]: * Deal a lot of damage but also survive a lot of damage (overall) * React fast, throw more grenades and even retreat in some cases (overall) * Become empowered by killing a player (overall) * Show up in great numbers (overall) * Have a chance to spawn with affixes (such as mines and caltrops) (overall) * Mob specific abilities (Teleports, Shields, etc.) (majors + ultras) * Damage specific abilities (I just say Strand and Stasis captains) (overall) What PvE enemies at [b]highest difficulty matchmaking content[/b] should do: * Deal a lot of damage but survive a modicum of damage based on enemy tier (overall) * React fast, throw more grenades, retreat and dodge from attacks (overall) * Become empowered by killing a player (Majors + Ultras only!) * Show up in great numbers (overall) * Have a chance to spawn with affixes (Majors + Ultras only) * Mob specific abilities (Majors + Ultras only!) * Damage specific abilities (Ultras only!) Overall, we need less ability spam BS on the field. We need enemies to take more damage regardless of the rank on the field. And we need to get rid of gatekept HP regeneration to artificially increase difficulty. Difficulty in Destiny should come from PvE AI acting smart and challenging the player through constant changing behavior in combat. Not by just throwing special ability BS constantly at you or tanking as much damage as an entire Strike boss each. Remember what made Destiny 1 great to play as challenge, Bungie. Not endless amount of RPG elements in Combat, but the actual focus on [b]GUNPLAY AND AIMING in a SHOOTER[/b]. And shooting a single trash enemy for solid 2-3 mags feels like fighting Valus Ta'auc back in the day in D1 before his first nerf.

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  • To me, it seems Bungie's idea of "difficulty" basically boils down to simply anything that increases both the time it takes to complete a challenge and chance for player failure. It's true that increasing difficulty does cause these symptoms, but simply increasing these "symptoms" for the sole purpose of "increasing difficulty" comes across as feeling cheap and unintuitive. I personally believe there is a thing as "good difficulty" and "bad difficulty." The line between them is often subjective, but I do believe the distinction does exist. Unfortunately, it's not a simple task to classify them during the design phase. You can only really tell during the post-experience. If you enjoyed it, feel accomplished, and/or are satisfied with the experience, then it may very well be "good" difficulty. If one feels frustrated by the experience, and feels a sense of relief and reluctance to return after completion, then it's likely "bad" difficulty. I have experienced both of these in Destiny. I feel the trend of Modern Bungie seems to be leaning more towards "bad" difficulty when designing new content, favoring player punishment over player entertainment. I do still have moments of "good" difficulty, even in modern content. It's one of the biggest reasons I still play, but it just pains me how Bungie keeps wanting to push this ideology of "any difficulty = unconditional entertainment = profit" without ever looking into the context of things.

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    1 Rispondi
    • To me the worst thing they did was the constant respawn. The old dungeons and raids you cleared a wave of adds and focused on boss. The fight was tailored such that the waves were harder and more varied, now its just dreg spam-spawn to keep up build abilities. So boring.

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    • Man if this ain't the truth. Can I get through the highest difficulty content? Yes Have I made it through the highest difficulty flawless? Yes Do I enjoy playing the highest difficulty with so 5+ negative modifiers, -30 power delta with ability spamming enemies?... Not in the slightest. Destiny has become incredibly unenjoyable at the highest difficulties because of how the enemies are designed. Perfect example being getting absolutely stun locked by 2 strand Hunter fallen in the new activity. They spammed not stop suspend at me in my mech. I legit could not move and had to leave the mech to kill them. A suspend was literally coming from their gun every 2-3 seconds.

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    • You do realize that they have already turned up the AI of the enemies right? Enemies currently hit harder, take more damage to dispatch, and are more aggressive and evasive. This was all done at renegades drop but without any patch notes saying such.......

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      3 Risposte
      • The issue is you have an entity that cannot die, killing things in a universe to turn them into weapons to use to kill other beings... The gamers literally want to just be given gear and a reason to keep going in the story or to have a reason to fight... The story and game are asking how do you stop this thing... Why do you think the enemy is spamming enemies pulled from time??? (And literally part the story) Why do you think they have light and dark suppressing tech??? It's a real world question and a potential... AI given tech that can warp matter, time, space, to spam and brute force it's death and control on a universe... That literally tries to tell you these things think and feel... Why do you think there is constant reciprocation of abilities... We get an ability the enemy gets ability, the enemy gets an ability we get an ability... Why do you think they have lore for the player on the other side, or the dark mirror, or anything that states in lore that there are two things attached that are opposite yet achieving the same outcome they're always in... Ghaul was right, Bungie is right, you and gamers no longer fear death in games... It was smart to get back to Mario/Contra-esqe state of gaming... Three lives, when gaming was well beyond the state of crap nowadays...

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        2 Risposte
        • At first read, I think I agree with this post. Reducing ability spam, reducing the number of enemy types with multiple abilities, and reducing overall enemy damage resistance will increase general and AI performance and increase the total amount of variation available across encounters. I've been saying for years that enemy damage resistance is not difficulty, and no one has ever liked gatekept encounters. I'm glad those who are still playing like the SW expansion. But, it's not enough for me. I come into the forums every few months and people are still posting feedback like this one. At this point, Bungie has tried everything BUT reducing "difficulty" to increase retention and reengagement. None of it has worked. It is only made the game increasingly unfun at lower and lower levels. I'm glad the game is more rewarding, but giving players better gear will only highlight how unplayable the game is when they try higher levels of "difficulty". I just reconnected with an old friend from many years ago, but playing with friends, even solid OGs, isn't enough for me to return to this game.

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        • You're playing against a deathless computer... An idea... Think of how difficult it is to kill an undying thing that dies repeatedly but won't stay dead... So seriously y'all need to feed some suggestions on how to overcome the idea... You are deathless facing an eternal engine... You need to be held in check... Even spamming enemies and abilities isn't stopping them and you... Find an actual solution for this actual issue... I don't like this direction, but it is a serious problem...

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