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Destiny 2

Discuss all things Destiny 2.
Edited by NoblexxVI: 3/30/2021 4:56:09 PM
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Titan identity and its effect on game design

Before I begin, it is worth noting that I will be referring to the destiny 1,2 experience on console. PC destiny is an entirely different game all together and shouldn’t be the focus when discussing balancing or game changes in my opinion. I have been a titan main for the majority of D1(a week after initial launch) and all of D2. Something I've come to notice over the years is how the titan class struggles with trying to maintain pvp relevancy/balance while also trying to maintain its identity. I feel like bungie just doesn't know how to balance titans in a game that includes space magic and characters like hunters and warlocks. Usually, titans are an average class when it comes to pvp competitiveness with any attempt to make them more relevant resulting in absolutely oppressive exotics/supers/abilities. This oppressiveness has given the class a bad name and has made the entire community despise any buffs or adjustments that might go in their favor specifically. While I can understand this to some extent, it becomes quite aggravating when something is OP for a few weeks on titans, while hunters/warlocks have OP builds (exotics/abilities/supers) lasting whole seasons or longer. What I am asking for specifically is for a rethinking of what it means to be a titan and the ideas focused on when adjusting/making subclasses for it. The current idea of the titan being a “hurdur monke” that punches everything isn't working out too well and limits titan potential. There is a reason that the best subclasses atm for titan either completely throw direct punching out the window, or make it incredibly broken. In a constant meta of shotguns, HCs, and stasis spam (even post nerf), a titan’s primary means of staying viable is the behemoth super and new movement abilities. This in itself is a double-edged sword because it perpetuates the issue of stasis itself and also plays back into the same old issues of titans throughout the history of destiny. The issue being one or two things that make them viable/OP at a time with mostly everything else about the class feeling kind of meh/limiting in comparison to the other character types. In conclusion, I would love to see the titans overall design divert away from the classic directly punch everything mindset. Their abilities can still focus on close quarters combat, but maybe make it where they don't have to get in their opponents face to even begin to use it? Some of my favorite subclasses for titan are the ones that do something a bit different than the standard formula. In particular, middle tree arc, middle tree solar, and stasis, do a very good job at creating a new way to play that can be very rewarding if you put the time in to learn them. Maybe take some inspiration from street fighter or even earth benders from avatar lol. There are more than enough creative movements that can be used for abilities other than waddling up to someone and punching/kneeing them. Thanks for reading and let me know your thoughts below! Looking for constructive conversation or criticism. Edit(1): So after some discussion in comments, I think it is worthwhile to add what things were discussed that I think should be adjusted/discussed for titan improvements. The class ability (the only good one that didn't get nerfed to uselessness), while useful in pvp, does nothing else remotely close to the class abilities of hunters/warlocks. Hunter dodge is a get out of jail free card that has useful side effects and exotics. Warlock rifts are both useful in their own way and also have exotics to complement different playstyles. Titans have a wall that does nothing else on its own (besides damage ppl that walk through it). Exotics that interact with the barricade are very lackluster and overall useless (except for citan ramparts). Titan passive perks heavily rely on getting a kill with an ability or super (usually melee) to get any useful side effects going. While there are some perks that function similarly to this for warlocks/hunters, they aren't the bulk of their perk options and usually have much cheaper costs for activation. I think the best analogy for this is perk options on weapons. Do you want perks like rampage/kill clip that are only useful after a kill, or do you want snapshot/quickdraw that give immediate benefits? In a 1v1 scenario, the perks that give immediate benefits are going to win more on average assuming equal skill level from both players. lastly, resorting to making titans faster/bulkier (via overshields) doesn't work. It just perpetuates the same old issues they've always had and makes the community despise them until it gets nerfed into uselessness. Not to mention that people will use said scenarios constantly as scapegoats for any situation that involves character balancing. "Oh you are wanting a buff/nerf for x!?!?!? but what about OEM, bottom tree striker, behemoth, hammers (apparently ppl r still salty about this even tho its d1 meta??)". What about all the low level cumulative advantages from passive perks for warlocks/hunters that basically give them free kills? I'll be the first to say when something is broken on the titan class, but for whatever reason, discussing anything against hunters (and warlocks but nowhere near as often) is completely off the table unless its painfully obvious (stasis)? If people want the game to get a pro league or grow in any capacity, its members must be able to realize when there is an imbalance. Otherwise why not just make a space shooter cowboy simulator where everyone is a hunter? Edit(2): A common trend in the conversations I have had thus far include the idea that titans are always stomping in 6v6 lobbies. I think a good way to explain this is to go back to the weapon perk analogy I mentioned previously. In a 1v1, gun perks that give immediate benefits will win more on average over gun perks that require some setup (rampage/kill clip). In a situation where the setup perks are active, they will beat the immediate benefit perks more on average. So imagine hunters/warlocks are the the immediate benefits perks while titans are the setup perks. This is why 6v6 can be so easily dominated by titans. It is almost a guarantee that scrubs will be in the lobby and any good titan will quickly focus in on them to farm for super and perk activations. In 3v3, there are no scrubs in higher end gameplay which means less perk uptime on titans trying to compete with high perk uptime from the other classes. Stasis addressed this and gave titans more neutral game to work with, but went kinda overboard. If they could bring in behemoth to a point that is much more fair, I would prefer that bungie go in that direction more for game design (assuming they can release it without being overcranked). In addition to this, cutting down on the rampage/kill clip mechanics of titans could actually balance them in 6v6. I am currently debating on what would be the best route to discuss specific changes for the titan and am open to suggestions. Areas of focus would be on the barricade and reducing the number of perks that rely on killing with a melee/grenade/super to bring them more in line with the other classes. Also, it wouldn't surprise me if they used the stasis subclass format for future subclass changes so maybe think about what perks/mechanics could correlate to that format. Edit(3): Post for discussing subclass changes: https://www.bungie.net/en/Forums/Post/258609676?sort=0&page=0 Edit(4): Yeah so I have options typed up for each subclass, but it looks like the discussion has died so ill be stopping here. Thank you to everyone who contributed to the convo. If anyone would like to read it, let me know and ill figure out a way to post it.

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  • There's 2 sides of the coin here that has to be understood. 1.Titans are always going to have close ranged abilities and capabilities COMPARED to the other classes. 2. Because they are so focused on close range, they are given benefits that can break pvp to suit the playstyle titans are SUPPOSED to represent. When titans are not tanks, which they never have been, you have to supplement that melee focused design with speed or tools that allow you to get in and out. Just from d1 alone: Shoulder charge, juggernaut, dune marchers, mk.44 standasides (first form of traction), melee health regen and overshields are the most prominent examples of what I mean. Now look at d2: Ballistic slam, 3 shoulder charge trees, every single subclass has a tree with health regen, antaeus wards, one eyed mask, the beyond light exotic I forget the name of (which is unironically bad because it destroys your speed), shiver strike, glacial quake, fists of havoc being the only mobile super in year 1 to have increased sprint speed in super and quite a few more. They understand that if you don't supplement gap closing, or survivability with their melee focused design, that they fall behind in utility. But because gap closing and self healing/overshields are so powerful in pvp, it's lead them to having VERY one sided broken ass meta's that ruins the flow of pvp. But what do you do? Year 1 of d1 titans were by far the most lackluster out of the 3 classes due to how sparing they were in giving them power. Their melee's sucked, their supers sucked (fist of havoc was annoying at best) and their synergy with weapons was just unbelievably lacking compared to the other 2 classes. Warlocks had flame shield, self revive, viking funeral all on just on one subclass. Voidwalker had blink, which was broken on release, nova bomb (I don't remember how it sized up to fist of havoc in pvp, but in pve it was better), life steal (health regen on charged melee). Warlocks also had a better base melee range (by quite a bit back in year 1) on top of perks that granted survivability and power. Hunters had broken ass blink strike (invisibility or instakill because of the jank hitbox), blink as well, the only melee mobile super. Gunslinger was ok, but it was designed for range and had the first ranged melee, perks that benefitted gunplay and the first ranged mobile super. Striker had shoulder charge, juggernaut (which sucked in year 1), the weakest on hit melee effects and lift which was the least versatile (until people discovered skating). Defender had bubble, which was awful in pvp and only useful in pve for a single buff, the charged melee was bad flame shield because you needed to kill...with the worst base melees in the game, but very powerful support abilities overall. Still an incredible focus on going in or survivability...but they were the actual worst at it. So fast forward to the end of d1. Titans had the strongest charge melees and the fastest recovery between melees, much more powerful tools for getting in (juggernaut, titan skating, twilight garrison, dune marchers) and powerful overshield capabilities. They did a complete 180 of how they originally introduced them and it was for the better of the class. It is obvious they understand how important it is they focus on these capabilities and because of it they sometimes go too far in that direction to where those tools become broken in a pvp setting. But this is just talking about pvp, in pve most of these things hardly eve matter and it took them SO unbelievably long to make titans worth more than melting point or rally barricade dispensers.

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    • I do wish something other than stasis was usable on titan. I will say you got it wrong with the titans being first nerfed though. Just look at how stasis played out. On hunter you can see decent results on any subclass with a proper build. But not so much on titan. Warlock has a few options but right now after the latest changes stasis is likely a step above all the others still. I will say the stasis changes made me more willing to use light classes on hunter competetivly though.

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      • [quote]While I can understand this to some extent, it becomes quite aggravating when something is OP for a few weeks on titans, while hunters/warlocks have OP builds (exotics/abilities/supers) lasting whole seasons or longer.[/quote] This is an absolutely ludicrous, dishonest statement.

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        • WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS WORDS

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          • Towering barricade is hands down the best class ability in high tier pvp and pve. Only rally is in need of any sort of buff.

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            • Well put and for the most part spot on. One distinction that should be made though is Titans are fine in 6s and against low skill opponents but there is a massive gap at the high level. The biggest problem is neutral game design. You mentioned it. All Light Titan sub neutral games are either one-dimensional (Bottom arc and top void are purely melee focused) or revolve around the concept of getting hit or kill with an ability procs “X” buff. Titans need cool perks built into their neutral games that have nothing to do with abilities. Only sub that really has that is middle arc with Inertia Override. Look at how the popular light subs for the other classes all have perks built in that have nothing to do with their abilities (Flawless Execution, Icarus Dash, Pulsewave, etc)

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              • The best way to play Destiny is not to main too much. All three have been used first in a season, but then i keep them all about the same, start each day with the lowest light.

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                • You lost me at talking about the Titan class ability doing "nothing" It's great synergy with a Warlock in PvE, can give you instant cover in encounters based on little cover. And in PvP it's a whole new skill to learn to play around your shield, just running through it yourself can throw off opponents, you know like a Titan should. I do understand Titans being oppressive when overbuffed, but at the same time they are not bad. I played bottom tree Striker before the buff and it was never bad, and it was mind boggling to see how it got buffed, Titan has great gameplay variety until Behemoth got introduced.

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                  • Saying that warlocks and hunters get OP builds for a long time and not Titans is gonna annoy a lot of people (mainly warlocks) because at some point all classes have had really broken things that lasted a long time (OEM and bottom tree striker). I really wish that something would change about Titans so they really could feel like the close range tank class (close range in PVP is already dominated by stasis stompee hunters) but I’m not sure how. Barricades and resilience itself could be buffed for PVE only but you can’t really change resilience in PVP (besides maybe making it reduce flinch and the effects of stasis) as it would make it a must have to run 100 and barricades are already strong in trials specifically.

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                    • Edited by Sage: 3/26/2021 6:54:25 AM
                      As a warlock main- I laughed when you said warlocks have OP builds when you guys still have OEM, Dunemarchers, Synthoceps, Citans, and Anataeus Wards. Warlocks have 2 exotics that work. Transversives and Ophidians. Anything else is for niche builds. Titans get to stay broken and oppressive for 1-2 whole seasons at a time (bottom tree striker, behemoth titan)- whereas warlocks get to stay relevant less than a month. (As of rn people want to nerf warlocks shadebinder the way nova warp got effed.) Titans have the easiest kit to use, hunters are a toss up (either you're a really good hunter or a really bad one). Even if you're a bad titan, you can get away with a lot of bad habits and get kills. As a warlock? You have to literally adjust up in terms of skill. It has (and has been proven to have) the highest skill ceiling in this game. This is why people get mad at us- when a good warlock comes into your pvp lobby, they WILL dominate. Also- i play all 3 classes for trials, and I get flawless on all 3. The easiest one to go flawless with is titan.... because they have the best exotics and the best kit. Hunters get shat on a lot because they are the most common sight. Titans on the other hand are genuinely annoying, especially paired with OEM. You barely have to work for your kills. You barely gotta do anything. I'm sorry, but I cannot agree with you that warlocks are op or can be it while you sit there as a behemoth titan and can press RB to shoulder charge around a corner to close distance and or slide faster than a person's 10 sensitivity can track. Even hunters with t10 mobility and stompees can't get around that. [spoiler]there's a reason my main class is the least played class. Hardest to use. [/spoiler]

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                      • [quote]Usually, titans are an average class when it comes to pvp competitiveness with any attempt to make them more relevant resulting in absolutely oppressive exotics/supers/abilities. This oppressiveness has given the class a bad name and has made the entire community despise any buffs or adjustments that might go in their favor[/quote] OMG. It so refreshing to hear someone actually admit this....that I had to read this three times. First time I misread it, thinking you were complaining about them being underpowered. Then I had to read it twice more to make sure that I WAS reading it properly. LOL. I would only make one minor correction. It isn't "any" attempt that cause the problem with oppressiveness. Its one unexpected trait....and Bungie's stubborn unwillingness to learn from previous mistakes. The unexpected trait is "Titan skating". Although skating was nerfed, Bungie recreated the problem with the augmented mobility that they added to the Behemoth sub-class, and the ability to essentially OG Titan skate while in the stasis super. This throws off the balance of the sandbox by allowing Titans to close distances (usually with shotguns) in ways that other classes cannot counter. Thus allowing Titans to dominate encounters at distances that aren't appropriate with a shotgun. (IOW, their speed elimiates the range penalty necessary to balance shotguns with other weapons). The mistake that Bungie stubbornly refuses to learn from....OVERSHIELDS. Overshields have NO place in a PvP game. That augmented ability to withstand damage turns the sandbox upside down and shakes it out onto the floor. Since you (like me) have been here since the beginning, you have enough experience with the game to look back and realize that just about EVERY oppressive Titan build has either been due to skating/augmented mobility with OHK...... ......Builds that grant a Titan an overshield in addition to their high resilience (One Eyed Mask)...... ....or builds that combine the two. Titans were problem (again) because Warlocks got kneecapped (as usual) out of the blocks, when Shadebinder got nerfed after only 8 days...... ...and then Bungie insisted (once again) to give Titans augmented mobility and exotics that give them overshields. If Bungie would STOP DOING this....and accepts that this will ALWAYS be a problem in PVP....things would get better, and Titans would get less resentment. Especially from Warlocks, whose limited ability and weak CQC game, makes them especially vulnerable to aggressive Titan play with these oppressive builds.

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                        • stopped at : Usually, titans are an average class when it comes to pvp competitiveness , not true

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                          • You must not titan well. They do great in pvp, I mean cryoclasim/Felwinter is basically meta. Shoulder charge + mk44s gives them their close quarters punching identity. There's an armor mod the takes this to the next level, but I dont want to say what it is since this combo let's you ape a lot of damage and could easily become meta and then get nerfed. The only class that difficult to get good with in pvp is warlock, but with practice they are just as good.

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                            • Titans have easily had the most op subclasses for pvp. Hammers, Stasis, double pulse nades, lightning nades, bottom tree striker, bubble. All have their places in destinys pvp history from both games.....

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                              • What they should do is ..remove ammo from specials ...that way cqc classes can actually play to their strengts without shotguns being available 24/7. I would love playing arcstrider hunter..but you cant..because of shotguns always having ammo.

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                                • That’s because the classes were designed with pve first and foremost in mind. Pvp isn’t the main focus for class design. That’s why crucible has always been wonky. Dude you should know this by now.

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