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Destiny 2

Discuss all things Destiny 2.
Edited by Mister T Baggin: 6/14/2019 5:07:15 PM
103

Collections Fix.

Allow masterworked rolls to be saved by the cryptarch. Bring the gun or armor to cryptarch and lock in that roll so that, when you go to collections, one roll of each gun is available, as long as it has been masterworked and given to the cryptarch. Only the last version of each gun you masterwork and turn In will be available, replacing previous versions.
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  • I'm so confused reading these comments.

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    • Overall, the concept of the "stomp" just needs to be changed. I mean, really, the entire game needs to be changed to something that doesn't... What's the word? .... Suck. Though we'll just stick with the stomp for now. It's been said a thousand times and, shockingly, was even acknowledged by the biggest of Bungie-blowers with that Fireteam Chat over on IGN. The bosses all run the exact same way: Do a thing, do DPS from a distance, repeat. You really can't have any variety in your attacks as the only things that change with every boss of every strike or raid are the puzzles to start doing DPS. So why not create something for each boss? When it comes to anything that isn't an Ultra, it shouldn't have a stomp of any kind. They're not important so, yeah, if we wanna rush-in and shotgun a b*tch to death then why not? It's fun. I know, I know.. How dare I bring "fun" into discussion of a video game. Shame on me. It's supposed to be about realistic graphics and overpaid voice actors subtracting from the actual content, or "fun," of a game. That's the true core of a game: How it looks. Right? Am I right or am I right? I'm right. Now, I'm not saying that every single strike boss or public event boss or any Ultras along those lines should all get their own, special knock-back. I am saying that when you have same-y ogres, knights, centurions, captains, and so on then each class should have something. How about we try some ideas, hmm? Join me... Ogres: Honestly, I think their smashing their fists into the ground fits with them. They're meant to be this wild beast attacking in a savage manner, right? Let's just do an edit for this. Two versions. And you have to pay attention to what the Ogre is about to do. One is the typical slamming on the ground so you'll want to jump to reduce the knock-back effect. The second could be like big clap, like he's trying to smash a fly between his hands; here, you'll want to be on the ground to reduce its effect. Knights: Typically two variants of Knights; one with boomstick and another with sword. When a knight has his gun, he can charge it up and dispel a blast around him that has a burning damage to it. Perhaps void as that's typically what their guns fire. And when he's got that sword, he can stab it into the ground for that violent shockwave. Here, I've created two possible encounters. One, the gun blast as no safe area as you don't want to be anywhere near it with that void damage. Two, classic stomp-style but you can jump to lessen the effect. Centurions: Classic stomp, because they're so cute and pudgy, but let's add a solar blade-swipe through the air. Jump to lessen stomp and stay on the ground to avoid the blade. Colossus: Heavy swing of that big minigun along the ground; similar to the blade-swing from Centurions but now you have to jump to avoid. Overcharged shield, not an "immune" shield, that forms around him and erupts in an arc blast. Have to get away as there is no safe place. Archons/Kells: Kinda in the same boat, here, so we can group these. How about two varying sword attacks? One drags the sword along the ground around them to leave an arc current that explodes. The second could be a couple slashes through the air, like in an "X" pattern, and even moves him forward to aggressively attack. Servitors: Already have a great one where they suck the energy from the player if they get too close. Could add a powerful discharge of void energy that cannot be avoided if close but doesn't send players flying to the other side of the map. Minotaurs: Perhaps since Vex don't really care about self-preservation, just look at the exploding Vex that always charge you just to blow-up, how about Minotaurs charge their gun and aim a blast down at their feet? A big, void explosion surrounding them and anyone not paying attention during close-range. Another could be a special kind of teleportation where they leave behind an arc current; like a streak of arc lightning in the direction they go. Hydras: Hyper-spin of their three shields to deal an area of effect to anyone caught in the spin. Void tethers that jettison from their sides and into the ground to create a void burning effect along the ground. Taken could be variants of their non-Taken counterparts. Re-skins...I mean completely new enemies...could have something on top of that. Raid bosses should really have their own, unique methods. What about ways to properly push players away so they can't just stay in one spot with shotguns? Hive can generate that toxic miasma around them. Fallen drop arc mines around them. Something! Anything! I'm not saying my ideas are perfect or would even work like I, or any of us, would ultimately want them to. I'm saying that they are different means of that "stomp" without just everything having a lazy-a** stomp. Without that stomp doing as much damage as it does and sending everyone flying into orbit no matter how they take it. The "stomp" mechanic feels like it was discussed the same way Poochy's name was discussed in "The Simpsons." Pitch: "So... Poochy okay with everyone?" All: "Yeah, yeah.. Sure. Sounds good." Just a one-and-done draft. At least my ways would allow players to engage the bosses differently. They could use distance and probably still would, mostly, but at least there'd be the option to get in tight for some shotguns or what-have-you. And they'd have to pay attention to how the boss is going to attack to get them away. And there'd be times when the area around the boss cannot be used, Hive miasma or Fallen mines or whatever, so they have to get away and regroup for distance DPS. Then you'd have people creating new ways to attack and figuring out their loadouts going into each boss fight. Okay.. My novelization of "STOMP: Why Destiny Boss Fights Are Lame" is finally in the special thanks section. I'd like to thank nobody. Stop reading this. Have a good day, night, whatever.

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      • The stomp thing needs to be no further than maybe 5 feet out. Wizards and hydras should not have stomp period. Wizards maybe your health is taken semi fast or hydra it whips you with its tail.

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        • I think they should include exotics that can counteract this effect: Warlock boots: stomp effect nullified while standing in a rift Titan gloves: using the melee skill against a foe causes you to be immune from knockback for “x” seconds. Or immunity from knockback when positioned behind towering barricade Hunter chest: you are immune from knockback for “x” seconds after dodging I think this is a better solution than eliminating stomp mechanics. As this allows guardians a way to skillfully subvert that mechanic in a meaningful way. Plus we need better exotic armor perks ;)

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          • Edited by Gilford: 6/14/2019 3:43:07 PM
            things they can do other than straight stomp: stun mechanic - leaves you vulnerable can't do any actions for 1-2 seconds (but it wont nuke you with another stomp) paralyze mechanic - slows impedes your RoF, sword swing, reload, etc tether mechanic - should be self explanatory at this point burn mechanic - exactly what it sounds like overshield mechanic - procs an immune phase, or even a resist damage and gives boss a damage buff lich mechanic - boss damages you and heals itself I don't understand (outside of laziness) why we need to just get big damage and thrown across the map if we get slightly to close too the boss.

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          • Long range weapons are ‘punished’ by enemy teleporting through your shots. (Taken & vex) or they dodge and run fast as hell out of the way. (Fallen & hive) or some dodge and use a shield and teleport (scorn).

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            • Disagree, it's hardly a difficult mechanic to avoid and I don't want the enemies being nerfed any further they are a joke as is

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              • Funny thing. In the vidoc a women is seen working on a heavy bow with knockback. She uses it one a few taken. She says that's too much and will reduce it. But that's the same amount of knockback and distance we get from stomps. No shit is too much we've been on the receiving end for years.

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              • I can’t deny the “boss stomp” mechanic is a cheap/lazy way of increasing difficulty.

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                • It’s hilarious. It turns some encounters that I think are really cool and replayable into some of the tackiest jokes I’ve ever seen. All it does is keep me from going back to those things with friends after I’ve siphoned off any of the worthwhile rewards, so whatever.

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                • Bump

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                • Make a boss that has a field around it that does damage over time. The closer you get the more damage. Call it the “Aura of Darkness” or something. Just an idea.

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                  • I'll rate this post on a stomp scale 3.6/10. Not great , not terrible.

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                    • [quote]Oh wow, a new Strike/Raid, I wonder what the boss does! Oh. He just boss stomps. They all. Just. Boss. Stomp.[/quote] Me every single time I first encounter a new boss.

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                    • like Bungie gives a -blam!- what we want. at best dmg or cozmo will get on here and give the same bullshit "i'll let the team know".

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                      • If you're just goofing off (Like D1 mars) where you mess with the Cabal to get shot into Orbit, it's great. But when you're actually trying to accomplish a goal or activity, then it gets highly annoying fast. Just last night, I was running Menagerie when the boss at the end stomped on the ground (Wasn't anywhere close enough but apparently Bungie Devs think otherwise) Sent me flying straight into a team-mate, which in turn sent us rocketing straight into a pillar where the Architects killed us. It was kind of one of those moments where you've no clue WTF just happened that you sit there contemplating everything up until that point.

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                        • Hit the walls Guardian down

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                        • Edited by Kanashimi510: 6/13/2019 7:06:12 PM
                          Can we also adjust the shield bash mechanics? Even at max light, a shield bash will instantly kill you if you bump into anything while your guardian is "traveling" in the blast. This shouldn't be the case.

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                        • Making swords pointless to use. Can't get enough hits in before dying outright or desync the melee and fly out of reach.

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                        • its a insta kill if you're a warlock T-T

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                        • Did you know if you melee the boss before he stomps you don't get pushed back

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                          • Not going to lie the amount of times my mates and I have been in stitches from one of us getting yeeted into Desitny 3 by a phalanx shield barge haha Good times, good times indeed

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                            • I Just Came Here to See The Comments. Smokes Cigar and Laughs...

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                            • Even some wizard bosses have a ground stomp. I mean, how does that work? Is it a super queef?

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                              • Even a floating orb gets a stomp.

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                              • Stomp mechanism is needed to stop op melee builds and cqc builds from destroying the target... Have you ever noticed if you time your melee... You NEGATE the entire force mechanic and oy take the damage... Hmm... I wonder why that might be..

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