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Destiny 2

Discuss all things Destiny 2.
10/10/2022 6:49:33 PM
4

Update champion system please

Champions haven't changed that much since Shadowkeep and are in need of an overhaul for the game as it is now, its just been the same old same old, have the correct weaponry, stun, kill/die, repeat over and over. The quality of champions wildly varies from mediocre too painful to deal with, not even counting the fact you are limited in what you can properly use against them. In the past couple months, I've been thinking on how one would go about updating the champion system to fit something like the legendary campaign. So, I thought up this. CHAMPIONS 2.0 Split into 2 parts affinities and the champions themselves Affinity: element specific traits that make enemies tougher without making anti-damage required. Solar: Target gains restoration at 50% health until fully healed Arc: Target is amplified increasing their movement speed and reducing damage taken by 20% Void/Stasis: Target has their respective element overshield Deal 10% additional damage to elemental affinity that match subclass element Anti-Weaponry: Bonuses to better deal with specific affinities Anti-barrier deals increased damage to shields, breaking shield causes flinch Anti-unstoppable removes amplify and flinches unshielded target Anti-overload removes restoration causing flinch, slows ability regen of targets Affinity Ranks: appear with increasing difficulty Minibosses: Grandmaster Champions: Master Majors: Legend Minors: Hero Champions: Unique variants of enemies that give a greater challenge Fallen: Captain (drops a trap on dodging that releases a burst of slow on detonation, can throw a dusk field grenade at targets) Scorn: Chieftain (uses multiple totem elements) Vex: Hobgoblin (when at low health can cast a heat field that restores it and nearby vex health, can trap targets in a bubble that eventually detonates if not destroyed) Cabal: Psion (can cast down lighting, can send void blasts along the ground, and launch solar volley into the air) Hive: Wizard (Casts poison clouds at greater range, can spawn echo thrall near themselves) Taken: Taken phalanx (Can launch Bolts from shield at range, can spawn a taken psion from shield)

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  • I like what they did with Hive Guardians a bit more. I'd rather have something of that sort and not have to worry about trying to run a certain weapon to deal with a champion. Especially when something like anti-barrier sniper costs 6 energy and you have to sacrifice your build to run that. Makes running Arbalest that much more necessary and it means now your stuck with that exotic and not something else you want to run. Or double primary if you want to keep your build, but then your usually sacrificing ad clear weapons or weapons that can deal more damage.

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