Please post rational responses, as many people (including myself) don't understand why this was needed.
Simply put, new features usually address a known problem, or shortcoming, of a game's current design. What problem does locked loadouts solve? If you like to use the same loadout, what stopped you from just doing that in Destiny 1?
I can't help but think the fundamental design of the weapons, enemies, or both will have to change to address this. If every weapon has to work in every situation, how does this not mean everything has to be more generic?
Would a situational weapon like Touch of Malice even exist in Destiny 2? That's definitely not something you would want to carry all of a HM raid just to use once.
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#destiny2
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I can see locked load outs and "locked out" weapons in pvp to eliminate senseless nerfs that affect pve. Any type of locked load out for pve would be senseless.
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2 RepliesThey are trying to make it difficult with modifiers instead of actually making the raid difficult itself
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13 RepliesThe whole point, from what I have read, is the Locked Loudouts are supposed to make [b]certain[/b] events more challenging and not just make it harder to allow them to mess with people. Honestly this is really a silly complaint. If your reasoning is that they are bent on restricting people than you are just barking up a tree simply to hear yourself bark. The point of any game is to engage the player. Offer greater challenges to keep it interesting. Not make it easier or quicker. If you want easy go play Pac-Man because you are in the wrong genre.
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The HM raid won't feature locked load outs so put your salty weiners back in your pants
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Bungie are trying to make you plan encounters. The fact you are planning encounters means one of two things: 1. You need to have subclass build/weapons that meet all forms of damage ( all elements, AoE and single target damage. Sniper on a Voidlock) 2. To nudge you towards building fireteams and by extension guided games. I think personally it's not solving a problem as much as it tries to nudge you towards building fireteams.
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I think the "reasoning" behind its just going to be opinion and speculation from the community. People shouldn't get worked up over it until they see it in action.
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How about we wait and see. Naturally there will be an evaluation process and possibly and adjustment period if needed, but I'm excited about the positives this could have. There is always a negative side too but I don't think we should destroy the idea before we even attempt it.
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It's not about solving a problem, but adding a different dynamic to the game. With nightfalls having not only lockout but timers, it will add another layer of strategy to it. Planning with your team will make a big difference now in regards to what will each bring, taking into consideration how to clear enemies in the fastest time. Example: 3 different energy weapons will determine who will take what shielded enemy down in order to gain the AoE damage provided. That also plays a big part on bungies focus on guided games and clans. Making it more difficult for people to solo nightfalls will push those features.
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None.
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1 ReplySolving problems? No. Making challenges? Pretty much the only thing. But I'd rather they make it [i]optional[/i] for those who want a challenge instead of "forcing" it upon everyone who wants to do the Nightfall or whatever.
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It adds a need for tactics and assigned roles rather than just bowling in all guns blazing to kill more bullet sponges. Makes total sense imo, idk why people are so upset.
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It's a pointless inclusion and will recreate old problems we mostly got away from. People will say it adds difficulty, but it wont...it is just another example of bungie trying to force us to play their way.
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2 RepliesIt solves the problem of [b]THAT ONE GUY[/b] who spends most of their time [b]IN THE MENU[/b].
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1 ReplyIt sounds like nightfalls are the only locked loadout activity. It adds an element of preparation, role, and responsibility to the activity that wasn't there before.
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Edited by Your Hate: 8/23/2017 6:38:00 AMIt helps my toilet flush a after I drop a rock hard deuce the size of a rugby ball.
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5 RepliesSimple: preparation. People in D1 are SO reliant on certain weapons that it's obnoxious at this point. Locked loadouts means you don't get to change everything all Willy nilly once in game and you're actually using what you have equipped rather than taking your entire vault (exaggeration by the way) with you for nightfalls and raids. People can dislike the locked loadouts, but don't assume it doesn't have a purpose cause from what I see, its exactly the people that are so reliant on specific weapons that have issues with this. You could then argue it takes "player freedom" away but you still have 95% of the game to use that freedom. I don't think it'll matter much however. It's simple, go into the mode, learn the modifiers and back out, change weapons accordingly and you're set for the next attempt.
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4 Replies"Oh no, I have a sniper equipped and the shotgun would be better. Woe is me, will I ever be able to finish this strike?" Seriously people, this is not the end of the world. It's a modifier that gives the strikes an extra challenge. Use it as a learning tool to make your load outs better. Here is the plan: 1 - Acceptance 2 - Adaptation 3 - Profit
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14 Replies!!IMPORTANT!! Before you scroll down and read the stupid comments below, please be informed that raids WILL NOT have locked loadouts, so don't go complaining about that, it has been confirmed by Bungie that they will not be a "locked loadout" activity. So far I've only seen mention of Nightfalls having locked loadouts, I would assume some PVP playlists and maybe Heroic Strikes, but Story, Patrol, and Raids, well that's just ridiculous to think you'll be locked. Seriously, it's a new feature, not a 24/7 modifier to every single part of the game. Think a little.
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Not sure if its been confirmed, but when i think of locked loadouts i think of then forcing you to use certan weapon types (locked to handcannon, fusion rifle, HMG...etc). If thats the case i think it will make things a bit more challenging.
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Edited by MiggyXP: 8/23/2017 5:10:50 AMIsn't it a modifier? I'm not sure how that's a problem. It's not gonna be in raids, I'm sure it will be in a cycle of night falls if we still have them.
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As far as I can tell it's to encourage players to fill predetermined combat rolls in their fire team. For an example you could have 3 players that focus on add control so these players would want weapons that are good for that purpose and your dps focused players would want hard hitting weapons and they would mostly fire at the boss. If it works like this it encourages team work because it's up to the add control group to keep the enemy off the dps guys long enough for the dps group to inflict massive damage on the boss. The dps players will still be able to fight normally through most of the mission without the need to save power ammo because of the changes they made to power ammo drops. So I don't see this being as harmful to the game as some players are making it out to be.
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Edited by SmashvilleViking: 8/23/2017 4:52:46 AMRaids won't have locked loadouts... "Raids in D2 don't have locked loadouts." We don't want this; "I just got Midnight Coup to drop, let me quit to equip and I'll rejoin." - Luke Smith via Twitter I could see them happening in Trials and Nightfalls.
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1 ReplyThey want to force esport pvp down your throats
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It's supposed to be a challenge?
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Nothing, just modifier
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It was not needed per se but more along the way of simply giving us a new challenge.