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#feedback

Edited by Killlerschaf: 9/7/2015 11:20:11 PM
10

So is this how it's going to continue?

Given everything we know about TTK by now, I wonder about a few things... 1) Will we play a fragmented experience of 1×10 games, instead of a single 10×1 one? With weapon resets every year, and content being left behind (PoE, Raid levels, etc), should I expect this everytime a major DLC/Sequel comes out? Will there always be a clean break up between years, with no point of playing the old content, except for grinding strikes? 2) New Content and Strikes. Given the gear reset in TTK, we will need to regrind legendary gear and market currencies. Since TTK only ads a few strikes, we will have to regrind the old ones to acquire TTK gear, is this correct? 3) Rehashing old content Can I expect further Destiny releases(sequels/DLC) to follow the aforementioned design of having a tabula rasa every year, but to keep us regrinding the same strikes and revisiting the same locations? (We have gained one more "planet" in a year. 6/7 are still the same old content (I am aware of the PoE, but it doesn't fit the "planet" description. And it'll be left behind anyhow) 4) Game Design and Enemy confrontations The difficulty of current endgame encounters, outside of raids, relies on 2 pillars. A) Mobs. Mobs everywhere. B) Bullet Sponges (mini bosses like Knights /Wizards/Captains/whatever the Cabal have, included). As a guardian, you'll have to kill millions of mobs to then DPS the big bad guy, to then kill millions of mobs, to then DPS (or burst if you have a Gjallahorn) the big bad guy, continue endlessly. Mechanically, these encounters aren't difficult per se. It's not a boss fight like in Dark Souls/MGS/Metroid Prime or even Zelda, where the bosses have more mechanics than to shoot them as long as possible when there are no mobs around. In these games every boss has unique mechanics, that go way above a simple mob/bullet sponge design. PoE was similar the traditional Destiny design, but mixed things up with modifiers and objectives. They didn't alter the design in essence, they just added a layer on top without changing anything most of the times. Qodron being the best example on how to design an encounter well and make it different. Because of the containment field and the mechanic with the Eye of Qodron, mobs are one of your least concerns in the grand scheme of things. So, will we have better designed strikes and will the whole mob/bullet sponge mechanic continue to be the deciding pillar of endgame encounters, or will these things change? We saw one Strike in TTK and it looked better. But EVERY strike needs to live and breathe unique mechanics. Bullet sponges and endless waves of mobs shouldn't be considered a desirable endgame for the next 10 years. TLDR: Without discrediting Bungie's talent, they should seriously play some Metroid Prime, Metal Gear and Zelda, to get better ideas for endgame content. 5) Prison of Elders Prison of Elders is the Arena mode in which mobs/bullet sponge mechanics have a meaningful place. It makes no sense to leave it behind after HoW. It would much rather make sense to update it, to have new endgame PoE encounters (read as, each DLC has 2 new Villains which rotate twice a month for ex), and to let players continue to fight valuable prisoners. Drop the 3 man requirements and make the encounters scale up to 6 people (your call on how to achieve meaningful scaling. A complete rework might be needed)... Anyhow, will the PoE continue to be useless? I would like some clarifications, dear Bungie stuff. But I do not expect to get them.
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#feedback #cozmo

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