There are many things i was hyped for in destiny. Most of which, well i won't go there.
One thing i'd like to touch on is that i feel that your class abilities do not make my character as sci-fantasy as i'd personally like it. I still feel as if i'm playing a generic shooter until i get my super once every 5 minutes or so, and then POOF, gone.
I specifically chose warlock thinking that it would be the most space magic type class. I think many exotics and class abilities perk don't mix the game up enough and make it feel unique. SO many perks from exotic armor and class perks simply give you an extra nade, and extra perk already granted in your subclass, or extra agl/rec/arm which is hardly ever noticeable.
For example, my main subclass -Sunsinger- is my favorite class because of what i like to imagine it would be not because of how it actually plays. I like to praise the sun and i love support/templary stuff, so i pretend that's what it is, even though it is does not shine enough to be called any sort of support. Its super is to throw more grenades and melees. I try to use song of flame, but allies do not understand that i'm actually running that perk because they think i'm just a grenade machine that probably just revived himself or s running extra armor.
Right now the magic of the game seems to just be there to explain how our grenades regenerate, and how our melee abilities (which to be honest most of them are extremely dull) burn people/give us a shield/etc.
Many of our exotic and class perks are simply boring and unnoticeable.
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1 ReplyEdited by lilithlissandra: 7/12/2016 6:57:40 AMAlright, here's what Destiny 2 needs. A Diablo-esque PvE in that enemies drop decent, level balanced loot and your class feels heavily dependent on its own resources for combat. Your guns should serve as only 50% or less of your arsenal while your three abilities each have passives and actives or can toggle between purpose. The subclasses should be more varied in purpose and you should be able to hot swap between them using your Ghost. In PvP your abilities are more limited to give the game a more shooter-esque vibe during that time and in Mayhem playlists those restrictions are removed along with the addition of 80% cooldown reduction. In this way PvP would not change too drastically for diehard PvPers out there, but the additional random mode could come around so PvE players don't feel so weak in PvP. With these changes a line could be drawn in the sand to separate the two main gameplay types and balance patches could alternate between the two to keep both sides relatively happy. In this way the game could essentially evolve into an RPG during PvE gameplay, but anyone who dislikes this style could stick mainly with PvP and only drop into PvE when they need some better guns. Last but most certainly not least, another location should be added to the Tower that would almost certainly require a loading screen. This location will be used as a PvP sandbox, making cooldowns 0% and ammo infinite. The area could have a kiosk in front of it so someone could choose whether to enter a public or private sandbox, and in the latter that person could assign changes in cooldown reduction and ammo count, as well as map detail like size and cover. The private sandbox could be used just to test out strategies for Mayhem or even for regular Crucible, or to see what the game would be like with only guns and no abilities. (Side note: A PvP mode where everyone is suppressed might be kind of fun... Someone get some friends in Classic Free-For-All and try it out if you can.) Any thoughts on that? I think this would make an excellent game, or at least it's the best idea I can come up with to keep everyone happy. Feel free to poke holes in my logic, as I rather enjoy the challenge of patching those up. I'm babbling again... What I'm saying is give feedback as you see fit.