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#feedback

Bearbeitet von Hektik: 11/6/2015 5:08:49 PM
43

Halo5 Warzone is what Destiny should have been

I know immediately you are going to disagree with me. I implore you to take the time and read my message. Since H5 released I have been playing every night. Some warzone some arena. Always for the goal to open a single 10k point gold req pack a night. It's a slot machine basically. I get armor, helmet, visors(shader), gun skins, emblems, assassinations, common weapons with mods(warzone use only), special weaponry, and special vehicles. Now immediately you're going to dismiss that as a "so what, apples vs oranges". But again please hear me out. In destinty we all race for max stats aka, the level playing ground. We want to be maxed out so skill is the only thing discerning me and you. We grind endlessly for gear that makes us eventually all even. Halo5 forgoes the power race and focuses immediately on skill. The armor, helmet, and gun skins you get are purely vanity. Vanity that does not penalize you for looking different because your customization doesn't have the stats. Weapons. In Destiny we all chase weapons, I'm going to l lean on y1 a little bit for the explanation. We all wanted gjallarhorn, it became a "crutch". We all groaned at the 27th NLB drop. Some of us were excluded because we didn't have Gjallarhorn. And we all snapped our controllers when thorn killed us after we successfully juked our way to a win in a firefight. Warzone has amazing special weapons. You use a card and you get the weapon. Lose weapon on death. You can have 20x that weapon card and if it's a good weapon the 21st drop is still exciting. I have a ultra rail gun great for taking out tanks, over kill for taking out a player. It's overpowered yet balanced in its one time use, and exciting if I were to get a duplicate. So imagine if you will, a Destiny where duplicate drops are encouraged because it means more uses. Base weapons are balanced because they're base weapons. Special weapon balance is less important because it's short term use. Leveling gives you a new loot crate to open. Completing tasks like 50 auto rifle kills gives you a loot crate. Playing activities gives you points to opening the ultimate loot crate. How a strike could work in this type of Destiny. Two teams of 3 join a strike. The goal reach the end and defeat the boss all the while fighting AI and players. Why are players fighting? FWC vs Dead Orbit. The winning team gets the most points to spend or even a loot crate that has a higher chance at legendary/exotic grade weapon/vehicle cards. I know a lot of you are going to TLDR this or just flat out call me dumb. This here tho is a concept that encourages better loot while also welcoming duplicates. Balance is achievable on base weapons yet over powered cards aren't a problem because of their life span. Leveling is still there but the levels are a source of reward. Alright, 3,2,1 hate me. Edit: I am attempting to talk about the balance and reward portions of the game. The micro transactions and ranking system is a different discussion entirely Edit: if all you want to do is argue about micro transactions and not the point of the thread, thanks for the bumps :)
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