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#feedback

Edited by Slain: 2/20/2016 3:21:24 AM
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Slain

The Great Destiny Restoration -- here's what needs to be done

It's no news that destiny is in need of some massive reconstructive surgery. Weapon balancing has made everything weapon boring and generic; the sandbox team is working hard to keep that trend going. Content has been ripped from our hands. A once rewarding and player-motivating level system has been replaced by a punishing, grind-forcing spoonfeeding level system that gives players zero reason to play the endgame (which is actually really good). All of our content has ripped from us so that we would be forced to play the new endgame. [i]psst. if the content is good enough (which it is), it will sell itself[/i]. Our shiny, fun weapons which a lot of us put hundreds of hours into obtaining and leveling have been ripped from our hands in order to force us to use the boring, lifeless new gear. [i]psst. if the new gear is good enough, people will naturally use it[/i]. People aren't starved for content because of the months of waiting; they're bored because all they have to work with is a single raid, trials of osiris (which has its own host of issues that discourages people from playing), and a joke of a weekly nightfall. You fixed a lot of stuff with year 2. But at the same time, you took the things about the game that made it fun and rewarding and turned them inside out, creating a dull and underwhelming experience. Furthermore, you severely overcharged players to have 1 dlc worth of content, while losing an entire game and 2 dlc's worth of content. Whatever characters we built in year 1, how ever much time we put into them, whatever lengths we strode to get 50 etheric lights and make our weapons whole, it meant [b]nothing. It meant shit.[/b] We're not asking for a new dlc; at least I;m not. We understand that it takes time to make good content; and it will always be easier to make pvp content more replayable; but that's exactly why you should understand the ways in which you've -blam!-ed us over. Destiny could easily change for the better; all it would take is one update. [b]The one to make destiny great again[/b] (sound like anybody?) [b][u]Activities[/b][/u] [b]nightfall[/b] -return weekly XP buff -return elemental burns to their 300% damage (previously 200) -all rewards drop at 310 -return all year 1 strikes to the rotation -feature an elemental burn every week (that's what half of our armor perks are for) -return nightfall modifier [b]strike playlist[/b] -return all year 1 strikes to the rotation -increase drop rate of strike specific gear -increase drop rate of strange coins in post game rewards -upgrade omnigul and the last surviving flayer to ultra (for 3oC use) [b]daily heroic story[/b] -add a random modifier, as it was in year 1 [b]raid[/b] -Add 2 level 42 difficulties for crota's end and vault of glass -normal = light 290; starts 280, progresses to 300; drops 300 rewards -hard = light 310; starts 300, progresses to 320; drops 310 rewards -Include ghost shells and artifacts. A community member had this idea for a VOG ghost: https://www.bungie.net/en/Forum/Post/191774555/0/0/1 [b]prison of elders[/b] -add 3 level 42 difficulties for the endgame POE rotation -light 280; drops armor core -light 300; drops weapon core and etheric light -light 320 - skolas's revenge; drops weapon core, armor core and etheric light -one weapon and armor per week from variks; drops at 310; judgements chance drops random 310 item -300 class items available for purchase with etheric light [b][u]Infusion/Ascension/Economies[/b][/u] -regardless of whether legendary or exotic, a piece of gear will fully infuse if it is within 8 points of the gear being dismantled (previously 5 for legendary, 4 for exotic). This makes weapon leveing less grindy, and [b]doesn't punish players for using exotics[/b]. -applying etheric light to a year 1 weapon/gear will ascend it to 220 (level 40 required). From there, it can be infused. -Alternatively, legendary gear can receive a +5 boost with the input of 7 moldering shards; exotic gear can receive a +5 boost wit the input of an exotic shard -to supplement: ascendant and radiant materials can be traded for moldering shards (10 for 1) -to supplement: exotic shards are to be sold by Xur for 7 strange coins -speaking of strange coins, guarantee 5 strange coins from each of the first 3 heroic strikes completed each week (5 instead of three because heroic strikes account wide, not character specific anymore) -raise the cap on legendary marks to 400 -award 20 legendary marks for completing the weekly nightfall strike -heavy ammo packs sold by Xur now contain 5 sythesis [b][u]Weapons[/b][/u] [b]balance[/b] -revert all weapons back to their pre-1.1.1 state. -make necessary changes accordingly. [i]psst. most of your changes were completely unnecessary[/i] -any functionality fixes are to exist in their current state. -final round and LiTC for snipers are to exist in their current state. -a couple necessary changes include: -the pulse rifle buff introduced in 1.1.1 -the shotgun PVE buff introduced in 1.1.1 -For -blam!-s sake, keep pvp and pve changes separate. We know you're capable of doing it; you've done it with shotguns, fusions, scouts, and pulse rifles. So there is no excuse for ruining pve in the name of sloppy pvp balance. -there are more solutions to weapon balance than nerfing everything. If something is used "too much", see what you can do about making other weapon classes more interesting, because 9 times out of 10, people are only using something too much because everything else sucks. Everybody used hand cannons because you nerfed auto rifles, everybody used pulse rifles because you nerfed hand cannons, now everybody uses scout rifles because you nerfed every other weapon class into an unwaranted grave. [b]elemental primaries[/b] -make elemental primaries a thing again. -the elemental system in destiny is simple and very pointless. You took an already dull elemental system and made even more so by taking away elemental primaries. Your excuse for that? "We don't want people chasing a gun just for its damage color." [i]psst. If you give me a scout rifle with arc damage, third eye, and zen moment: yeah, obviously I'll care more about the damage color.[/i] That shouldn't tell you anything about how players think, but rather it should tell you how shitty your guns are. Do you really think people chased fatebringer for its arc damage? No. They chased it because it was powerful and fun to use. But in the same motion as taking away "damage colors (lol)", you made most weapons useless piles of shit. [b][u]Crucible[/b][/u] -bring all year 1 maps in rotation -stop picking a few playlists every week; feature every playlist every week. I don't know why you wouldn't. -what happened to the big maps? [b]PRIVATE MATCHES[/b] -I know this is something the devs know we want, but honestly there is no reason it shouldn't have been in the game at launch. Pretty please. D0MINATION says it better than me: https://www.bungie.net/en/Forum/Post/192757873/0/0/1 There is one more thing I, and most of the community, advise you to do. Speaking to Jon Weisnewski and Luke Smith here: There's this game called destiny. It doesn't exist only in a test environment with no variables, it exists in the real world, with millions of people playing and a boat load of massive imperfections. I don't know if you've ever heard of destiny, but I recommend you pick up a controller and play some time. [i]Thanks for stopping by cozmo. I never felt this way with deej, but I feel our feedback is in good hands[/i]
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  • Edited by PuRe Messoric: 2/10/2016 6:59:40 PM
    Here are some things I'd like to see as well as all of the above: *Fix the nightfall:https://www.bungie.net/en/Forum/Post/185779233/0/0 *focus more on PVE, maybe a monthly competitive nightfall event like iron banner: https://www.bungie.net/en/Forum/Post/187760257/0/0 * don't leave pvp behind because of pve either, maybe have a team of people working on both, so there's content on both sides of the spectrum * make the raids solo-able, some people like me like to play casually but still have fun in a raid. I can solo most nightfalls, top the leader board in iron banner and solo crotas end, I'd like to be able to kill oryx and atheon without backup, it could be easy to do, here's how: [spoiler]VOG: - defend a plate long enough to fully charge part of a spire, once fully charged, the vex cannot take the plate back -enemies com in waves to attack each conflux, therefore you can guard one, and not have to completely worry about the other two - 3 oracles spawn at a time for 7 waves, but have increased time before they detonate - the Templar takes more time before it teleports and all other enemies freeze while its shield is down (I know you can freeze vex in place you've done it before bungie) -gorgons are easy to solo as it is - you have to shoot the conflux with each relic 3 times to charge it, then defend it from a wave of vex - to escape from atheons teleport, you defeat all of the oracles, then the relic despawns and gives you a 30 second buff against atheon. atheon has 1/3 of its original health. Kings fall - you can pick up 2 relics and run them into the statue zone, you have your weapons equipped so you can still fight the enemies, but you have slowed movement and cannot activate your super charge - for the second ship zone, you have to kill a taken sword bearer and use its sword to kill a blight to open the main door, and 2 blights to open the chest room -for the totems, you charge a relic, starting on the left side, go back to the center, charge the plate and then you have 10 seconds to pick up the right relic and get to the right totem, charge it, go back to middle, uncharge it, then you have 10 seconds to pick up the left relic, go to the left totem, and repeat. you have to charge each totem 7 times and there are less enemies. for the warpriest, you do the same as usual, kill all of the enemies (less enemies) start at the specified plate, when the plate turns blue, you can leave it and go to the next specified plate, and the next. you then get the buff, but you don't have to kill an enemy for every 15 seconds, you have a full minute to deal damage. the warpriest has a huge HP reduction. Repeat as needed - to kill golgoroth, you have to destroy a bubble, as usual, but you have 5 seconds to get into the pool or you will be killed by golgoroths poison, while in the pool you are immune, the pool is up for 25 seconds and when it closes, so does golgoroths weak spot. you have a 2 second grace period of bonus health to escape. golgoroth has less health -daughters CP: there are acolyte eyes on each platform, you have to clear them in order to create the path. you have 2 minutes to do so instead of one, and the witches have a major health decrease - oryx CP: the platforms work the same way, but the vessel dies as soon as you take its shield. knights spawn instead of ogres, the knights drop an orb each. it takes less time to detonate each orb and you have a longer period to go around and detonate them. oryx loses 8.5% of his health for every orb detonated, meaning that you have to detonate 12 orbs to kill him. when oryx is in his "final attack stage" you have to pick up a relic, run it up to oryx (platforms will spawn) and slam it into his chest, oryx will take longer to activate his attack, a full 15 seconds. you will then fall to the lower area ( look down from where you kill oryx, there's a secret area) and open a chest, containing your rewards. [/spoiler] I hope you all enjoy this post.

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