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Destiny

Discuss all things Destiny.
6/21/2017 8:50:29 AM
43

Subclass Customization?

Anyone else a bit peeved that we can only run 2 builds per Subclass in D2? Part of the experience was enjoying being able to customize and optimize my Guardians for the battle they were having and weapons they were running. Now I have to choose from one or the other? Is Bungle [i]trying[/i] to make this a game for children? We deserve options!

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  • Not really, most people used the same jump, melle , grenade and super choices for most subclasses. Sunsinger uses stickies, striker overload and lightning with better control. Nightstalker 99% shadestep.

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  • We use like what, 4 nodes at a time, excluding jump and nades

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    • Firstly, you don't deserve anything but the game you're buying. Secondly, no one uses anything but a few different builds already so it wouldn't be any different.

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      • You can thank the PVP whiners. They're the reason we have virtually no customization now.

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        • [url=https://www.youtube.com/watch?v=wZwCxOkpqHc]FutureFoe does a better job illustrating why the more simple subclass design[/url] could actually work out much better than the current system, but I'll give it a go anyways in case you don't want to watch a video. The current subclass tree consists of the following: 1. Grenade column. 2. Jump column. 3. Super and Melee columns. 4. Two trees for Armor/Recovery/Agility. 5. Two columns for modifiers to abilities. We are keeping grenade and Jump as choices regardless of which path you choose, the armor/recovery/agility columns no longer are relevant as this is controlled by your gear now, and they have reduced choice for the super/melee/modifier options, by grouping these into the 2 paths, but as is highlighted in the video linked above, while this provides less choice, it allows them to stack perks that will be very powerful together that they couldn't do before without creating OP builds that would inevitably have to get nerfed, by knowing how these perks will be grouped together they don't have to exclude perks that might be OP if grouped with other ones by removing that possibility, instead of removing the perk. Then we get a new class wide ability that has 2 variants which could play into whichever path you choose. In short, while the new subclass system is simplified, it is also will likely lead to more viable builds than what we have today. It also makes for a system that can easily be extended by adding new paths to sub-classes without having to create an entirely new sub-class. He also goes into how these paths could be customized with exotic armor perks etc, which could offer much more customization and diversity than it may at first appear to be giving you, giving us the complexity we crave in the endgame while making the system approachable to new players at the same time. As the age old adage goes, don't knock it till you try it.

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          • My jimmies were also rustled when I heard about this. They don't want to confuse the CoD players with options.

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            • "We deserve options." Why? You could offer that you're paying for a game and you expect options in a game you're paying for. However, you've been given up front knowledge prior to purchase of how said game will function with respect to this issue. That said, you don't actually deserve anything. There is no quantifiable limit or expectation to what should be included in the game, only what you are willing to pay for. Your entitlement mentality, and others like you, is a disgusting quality both in the gaming world and in civil society. "Creating a game for kids" This title has a T rating, meaning it's made for players 13+, so it's no surprise that elements of the game may be centered around a playerbase of a lower age than an M rated game. I would personally expect that more people 17+ play this game than 13-17 age range, nonetheless, they have to appeal to the market they're aiming for. I doubt it's being made completely for children, but it's also not holding an M rating, so it's not being made exclusively for adults either. As others have mentioned, there are optimal builds for each subclass and even subsets of those optimal builds for PVE vs PVP. In my mind, bungie will likely take this in mind and create optimal PVE and PVP builds for each, creating an easier gap for entry in both sides of content. Also, it reduces the "knowledge" barrier regarding builds. This in particular, is likely an adaptation for casual players, but nonetheless is a redeeming quality, rather than a negative one. As a hardcore destiny player with thousands of hours played, and really the only game I've played for nearly 3 years, I am glad to see that bungie is more inclusive to the casual player. Many of those I used to play other games with dropped destiny due to the time required to grind this game for success. Overall, this game isn't about appealing to one demographic or another, about fulfilling all the components of a traditional MMO, or about specific desires of a portion of any particular playerbase. Destiny 2 is about a journey, for as many people to share in as possible, and in my mind, there's nothing wrong with that. Sure, that may bring about limitations for a certain number of players, and maybe aspects will change based on the player feedback as in D1. Until then, the endless complaints about tiny fragmented pieces of the game, are simply unnecessary. Either buy it or don't. But no one really cares about your bitching.

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              • Nope no customization for you

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              • Hopefully they'll add in more builds then just the 2 we are going to get, and I mean over time not the instant the game comes out. It would be dope to have them continually make more builds for us, more builds will have more variety and way more options to choose and have.

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                • To be fair, people would only use a couple specific builds per subclass anyway. I know I did.

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                  • In reality, besides the jump, grenade, and stats nodes, we use only 4 or 5 perks at a time

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                  • As long as one of the voidwalker builds has lifesteal & embrace the void in one im guccj

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                    • Edited by CryogenicEmbryo: 6/22/2017 2:21:55 AM
                      They done it to remove OP builds. Forcing us to play their way = weak subclass builds to extend gameplay. You watch, no more embrace the void and life steal that gives 3 sec granades.

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                      • Actually, I rarely changed anything on my sub-classes. Maybe to adjust agility or change a grenade. So that's not actually hurting me. But that's me =)

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                      • Its hilarious to see all the actibungie dick suckers giving these amazing mental gymnastics performances to justify having less. "Thank you daddy actibungie for taking away all those confusing builds. All those choices made my head hurt. Please tell me which weapons to use and how to hold my controller next"

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                        • First off this game is accessible to children. econdly, we don't deserve anything. When you fork over the money, business etiquette dictates that you are fully aware of the product you are purchasing. If you are unhappy then you should have done more research. Lastly, "optimizing" your build was exactly the problem. No one was running builds [i]for fun[/i]. It was all based around "the best way to play". If you make this class like this, then you'll win easy at this. Like the endless guns in the game. Why did bungie add more guns if everyone just stuck to like three archetypes? We did this to ourselves. We [i]had[/i] our options and we never made full use of them.

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                          • They did the exact opposite of what was needed.

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                          • Edited by SactownNoob: 6/22/2017 6:21:55 AM
                            It controls the sheep. They can't grasp a counter based game concept. Now it's a preset ability spam game lol. Edit* I was thinking maybe they will use gear and artifacts more. So a base build with exotics/artifacts/Etc that enhance. I just think the counter concept was causing too many issues.

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                          • If you think about it, this is a direct way of balancing PvP loadouts. Remember Firebolt, Viking Funeral, and Touch of Flame? Wombo? Blink, Back Stab, Fleet Footed, and Hungering Blade? Add your weapon of choice and the forums would be full of tears. Everyone thinks this decision was for the casual players but, I believe this is to limit diversity and keep it controllable. Bungie has took it upon themselves to build a Guardian their way. So it works the way the intend it to be. It's their way of taking back what they created and making it more linear and controllable. PvP players wanted balance, they got what they wished for.

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                            • My hunter was a void orb generator mad man I had the heavy kills make a lot of orbs and my titan was a void bubble orb build. My warlock was a powerhouse arc build now d2 is 😂😂😂😂😡😡😡😡😂😂😂😡😡😡💩💩💩💩💩💩

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                            • Edited by FairlySplendid: 6/21/2017 9:29:18 PM
                              [quote]We deserve more options and customization! - Guy on the Internet[/quote] Bungie sandbox team glances over at their spreadsheet with all the player data.... [quote]Everyone is running one of two builds. Of those that aren't, half of them never realized you could unlock nodes by clicking on them.[/quote] Awkward silence.

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                              • [spoiler]Made You Look[/spoiler]

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                                • Destiny consistently gets dumbed down for the casuals.

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                                • Edited by autistic_lion22: 6/21/2017 11:11:08 PM
                                  I think the reason they made the options simpler for the new subclasses is for balance reasons. The subclasses in Destiny 1 had some pretty damn useless perks that nobody used, and are making balanced pathways in Destiny 2 so that not everyone sticks with that one perk, Bungie wants players to have options, but this was the biggest issue in Destiny 1. Everyone chose the same perks for each class simply cuz they were better, and the perks that weren't being used were difficult to buff so they could be on the same level as they other perks. They would accidentally buff it too much and make it the new meta for that specific subclass, or they would nerf the perks and make the crappy ones overpowered. This way, its easier for balance. Now players will choose what actually fits their play style, but I guess we will have to see wont we?

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                                • Yeah I too was hoping for more customization options, not less. Hopefully there will be more than just two of these 'Attunements' per subclass

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                                  • Just one more reason this dumbed down sequel will be trash and I won't be buying it. The crybaby nerf herders have taken over the world.

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