Then we might as well remove champs entirely because at the point you're mentioning. You cripple one side of the difficulty (I use that word loosely) which is the mechanical side to it.
When it comes to Stasis I believe it's a programming issue. They did try an overload stasis nade once and it was real wierd. You could infinite stun based on the grenade uptime. But doing damage was tough to do given how Stasis Mechanics interact with Stun Mechanics.
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Cool im fine with Champions being removed, i agree.
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[quote]Cool im fine with Champions being removed, i agree.[/quote] I'm all for that happening so long as the replacements are tougher than champs were.
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Modificato da Olórin: 5/14/2022 1:15:57 PMIf they're able to be defeated consistently and not stupidly programmed where its a bore fest to kill them, then yes.
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Eh personal experience honestly but I've never had enough issues with champs to warrant my own need to have them taken out. Buuut if Bungie take them out them I'm down for a Lucent Hive replacement that's not a pushover. Something mechanical though and not a bullet sponge borefest.
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Modificato da Olórin: 5/14/2022 1:30:14 PMA harder Lucent Hive would be a fine replacement, i agree. I often see people who dont gild their GM titles say they dont find Champions difficult when they themselves shy away from certain Nightfalls. Champions add to their reasoning to not wanting to attempt certain NF's, they are sprinkled into sections that make the encounter more RNG than skill. Take a look at Fallen SABER before the boss fight theres three, count em, [b][i]Three[/i][/b] Overload champions you have to deal with simultaneously. Lets look at the dreaded Glassway, the encounter is super RNG based, you either luck out and funnel the adds into the section you want and then have the ability to deal with the Overloads and then deal with the Wyverns... Or you get unlucky and have to deal with them all at once, stasis turrets are favoured here to block and stall the adds but guess which Champion overrides the programming of the stun/freeze... Finicky mechanics dont equate to harder encounters, they just frustrate the player with not other strategy other than throwing sh*t at the wall until it works. Its the inconsistency thats the issue, if we had more effective methods of Stunning and disposing of Champions then i bet there wouldn't be nearly as many players complaining of them being inconsistent to dispatch.
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I'm gonna skip over the NFs talk, no disrespect to you. I just simply find I personally have no issues. I'm not saying there aren't issues. Just saying I don't encounter them enough to be......a problem personally. If you have those issues then I will take you at your word. The problem with overloads in general I find is most people suffer from the lack of registration of them moving from a spawn time (invulnerable) to being registered as attack able. In other words the stun procs you see the prompt but what you don't see is the part that's not functioning correctly. Per example : You stun the champ it doesn't move but it's HP keeps regenerating. That's the buggy boyz right there and I hate to say it but more often than not you simply have to back pedal and let them move to allow the game's system to catch up. At least in this experience. What Bungie need to recognise is the way these overload champions work, sustained weapons do not do the job well enough (Trace rifles being the exception) and I would rather have single shot overload weapons every season than be stuck using something unreliable. Having more means to take them down is a nice idea.......but it can't happen. It gives us the players too much in our favour and Bungie have been saying through their actions that it's time for us to go back down a bit. As for high endgame content. Master raids and GMs......I would whole heartedly agree that champions need to quit being spammed. Master Vow for example......18 overloads at Caretaker? WHY??? Just make contest mode a norm and call it a day.