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Discusión sobre Destiny 2
Editado por ShadBerzerker11: 10/28/2019 2:28:16 PM
216

New Raids are too mechanic heavy

D2 raids are/have become too mechanics heavy and any one thing could cause a wipe including glitches. It would be nice if we had an assortment of raids where some were less mechanics heavy. Not fun to bring new ppl in because everyone has to have the mechanics down 100%. For example, more raids like kings fall and wotm, less raids like gos and sos. Focused team mechanics and less sub teams doing different mechanics. Also the armor drop rate in GoS is terrible!

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  • I waited till I got to 960. Masterworked my Izanagi. Have my Recluse and a heavy machine gun. Watched YouTube for a guide. Ok let's go! Damn. Must have emblem. Oh well. I'll stick to crucible...

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    • Bruh you wiped in oryx if you missed 1 jump.

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    • It’s good to have challenging raids for the top tier players... But why not do a normal and hard mode raid like in D1? Also, there’s challenge modes too for each raid. Everyone can learn on normal, and then when your ready go for hard mode.

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      • I remember during d1, lot of complaints about "bullet sponge" bosses. This is probably bungie going too far the other way. I'm a solo player so fully agree with you. I was solo most of d1 yet I feel those raids were still accessible to me

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      • Good thing we have some raids that aren't "as mechanic heavy" as gos or sos. Scourge of the past and eater of worlds don't have difficult mechanics. Leviathan is also a good raid with easy mechanics. There's a whole encounter where you shoot buttons while standing on pillars while people run around a circle or shoot things while standing on plates and then to top it off you shoot the hell out of stationary lanterns. I don't understand, raids have always had lots of mechanics. Hell even Wotm had a lot of mechanics. Collect arc charges, throw balls, run to safe room, shoot servitors, dunk charge on a boss. I see where you are coming from to an extent but the precedent that d2 raids have shown regarding mechanics shows that they are going to stay this way. Personally I like a challenge when it comes to raids, Crota is a joke of a raid and I never want to be able to solo an entire raid. Now with that said, if a raid is too hard too teach or overall too difficult to complete then I recommend the dungeon. There's a new one coming out tomorrow.

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        • WotM and KF were the most mechanic heavy Raids in D1. If you are shooting for less mechanics, Vault of Glass is probably the closest to that. I do agree however that raids seem like a challenge for newer gaurdians. And there's not really a "floater" spot in raids where a person can just sit back, kill adds, and watch. You really need everyone to understand what's going on with CoS and the new raid. Last Wish even had floater stops mostly until the last encounter

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        • What raids are you playing? Not D2 ones, these ones are pretty fricken straightforward.

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          • It blows my mind how bots are unable to do simple mechanics. The mechanics aren’t hard. It just takes repetition to execute them well.

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            • I think the same. I didn't like any of the raids after Crota. Too many mechanics and jumping.

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              • *cracked my knuckles* woohoo! here we go! allow me to list the ego god like Masters of Destiny community with bullet points..There is one little statement that has been made in this thread, that possibly needs to happen or geared towards, "There was/were Hero Moments" that right there, should be a raid mechanic...end of story. -My general tips for anyone complaining raids are too hard is join a clan. -That sounds like a you problem to me as a good amount of the Destiny community are coping just fine. -I don't believe in the philosophy that every activity has to be accessible to every player. -If you don’t like mechanics then go do strikes. -Called practise (sp?), what is up with these complaining posts? Get gud! -Cleared GoS over the weekend without failing a single encounter. Beat the boss on our first try. (completely missing the point) -I'm sorry Bungie wants people to understand the entire Raid and not just half of it.

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                • I’ll say it once ,I’ll say it 1000 times ,get rid of the goddamn revive tokens. You want to put them in the prestige fine ,but get them the hell out of the regular raid. 🤬🤬🤬

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                  • Yes/no.. there should be at least two "outside" positions availiable for a raid. teaching, carrying spots for new playres or players that want to do their first raid currently the raid recruitment is as follows Day 1: only premade, heavily prepared and heavy grinder teams get to try.. Day 2: still far away from normal people that need some days to grind for matches.. but raid recruitment is about "must be 930+" which is reasonable but unobtainable for 90% of the player population. Day 3-7: starts to have some additional requirements like "must have izanamis burden" based on streamers recommendation.. peopel do not try things themselves and stick with "save" strategies.. Day8: the first normal folk are 930+ , but now the raid requirements are MUST KWTD, okay that atime where , if you have the required guns and have seent he videos there is a decent chance that you can get in to a team.. Day 9-10. the first "must have emblem" s comes up, if you havent gotten into the raid, so far, then its getting more difficult from now on. Day 11: some weapon requirements drop since people recognize it can be done with other guns.. Day 12-14: now its Must have emblem and Must have 3+ clears, no way to find a team currently.. Day 15-18 : Must have 5+ clears are now mixed with teaching runs.. new possibility to get into a raid for expereicned normal users.. Day 19-24: now ist triumph run time.. now its 10+ clears for flawless runs and "arc only" for some titles and triumphs.. Day 25++ : no way to get into a Raid unless you find one of those rare "teaching" raids.. which can end up beign 14 hours and more.. but thats short compared to find a team =D.. the standard requirement is now emblem, 5+ clears, must have divnitiy , Izanagis burden WITH CATALYST, and not dying kick and of course must KWTD and no questions allowed and the tone gets stricter "will NOT TEACH" appears more often. ah yes, Guided Games are still beta and empty.. not a single "queue" status so far.. "queue length unknown" 24/7 =D

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                    • Editado por WiggletonBandit: 10/28/2019 4:29:00 PM
                      Honestly, every raid from Kings Fall onward has been this way, and has felt like somewhat of an overreaction to Crota's End being too easy and soloable. The major difference between D1 and D2 raids and the reason it's more noticeable is the lack of difficulty levels and proper implementation of challenges in D2 raids. With effectively only one difficulty level and no change in how mechanics function it means taking new players is much more punishing than D1 raids. Here's how it should go and mostly how it was in D1 raids, even King's Fall. 1. Normal Mode - Semi-powerful rewards (1-3 levels above current), no curated rolls, no raid exotic, no revive restrictions - Mechanics should require 3-4 players to execute. This allows for 2-3 players to hold add control, "Stand here and shoot this" type positions mostly free from call-outs and mechanics knowledge. The purpose of normal mode should be an entry point allowing players to learn mechanics through teaching and observation without making players feel that they are a burden to their more experienced teammates. It's the reason VoG remains one of my favorite raids to bring new players through, is because it didn't require 20 minutes of prep for each encounter followed by multiple wipes while everyone learned the mechanics. You could give them a role, and they could watch while you explained what you were doing, and if they went down you could still clutch it up. 2. Hard/Prestige Mode - Powerful Rewards (3-5 levels above current), curated rolls possible, raid exotic possible, revive tokens - Mechanics should require 5-6 players to execute. Focus on team communication and coordination and designed for experienced players and teams who have practiced together on normal. 3. Challenges - Unique ornaments/emblems, etc. - Designed for flawless execution of mechanics where everyone knows their role and can execute in the correct order. Should only be available on prestige mode.

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                      • I would agree. I complained a lot about Garden of Salvation when it was released. It took my raid team with over 200+ clears each over all combined raids a week or so to beat it. When other people in our clan ask us to help them beat it we are very selective about who we even attempt the raid with, because for some there is little to no chance of them beating the raid. Either people do not play enough or cannot keep up with the mechanics. Although the second encounter with the four pillars was a little too simple. I think a good measurement is somewhere in the difficulty of GOS.

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                      • Raids are now merely a ‘World’s 1st’ ad, nothing more. They could give less fu** about them after Day 1. That’s why they have many glitches, horrible drop rates, re-skinned/underwhelming loot, no matchmaking and a requirement to use YouTube along with other websites to play them. Terrible system from a terrible, soulless, talentless, lazy company.

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                        • I think Eater of Worlds was the closest thing we got to a D1 raid.

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                        • I would very much love a raid that focused on combat ability instead of mechanics. Have one be a crazy horde mode like the beginning of Croats end but nuttier. Have one filled with majors ultras and champions. I’d love to have an encounter where every time you do it the enemy types are randomly choosen so you can’t prepare for them by knowing exactly what will happen.

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                          • They’re all a chore to do unless your team is near perfect. It’s either you one phase or you wipe.

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                          • Agreed. They are creating raids that force wipes if just one person messes up. This creates toxic raid experience.

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                            • I don’t have a problem with the mechanics. I have more of a problem with every player needing to know the raid to the T. Makes bringing in new players difficult. You need the training wheel positions. It brings the community together and will increase participation. Sometimes the quickest way to learn the mechanics is to see it done. It’s hard to do that if you can’t even show someone without them just already knowing what to do. All d1 raids had these positions that were usually ad clear type positions or some type of easier mechanic. Revive tokens are another annoying part about d2 raids. Believe me the person dead doesn’t mind if the encounter completes without them. This design philosophy isn’t always bad but it’s definitely more hardcore than d1 raids and gives no hero moments. Scourge and last wish I would say have done the best for raid newbies. I never knew how to do the vault encounter in last wish but over a couple runs defending I quickly picked up on it now it’s nothing. Most d2 raids don’t give players that chance.

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                            • In d1 we used to do the newest raid 3 times then start knocking out all the older raids. It was a weekly reset ritual. In d2 we did leviathan a bunch. It wasn’t really that fun. Then eow came out. It was a lot better. We ran it every week. Spire came out. We all hated the 2 phases in the boss room because of mechanics and how glitchy it is. Beat it twice and never attempted again. That was the end of my raid team. Struggled to put 6 together ever since.

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                              • I don't mind raids being mechanic heavy, however I do feel like the mechanics need to be a little more forgiving. Either that or they need to go back to having multiple difficulty levels. I would also say that loot drops would need to be different between difficulty levels. This is where they went wrong with the "prestige" raids... no new loot to get so why bother. Wrath of the Machine in D1 did a good job with the loot. All the armor and some weapons on normal mode, all weapons and armor ornaments on hard mode.

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                              • Scourge was really good. I want more sparrow moments. (I am a gun wizard that goes by “Gunfalf” first time through I said “I’m getting some strong balrog vibes here”. And sure enough! A -blam!-ing ball of fire and hate chases us through. “This foe is beyond any of you. RUN!” I shouted as we raced through the corridors of mor- I mean the last city.. ) I like this raid. It’s short sadly but I really have fun when we run it

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                              • If you look at each raid/encounter as a whole, then yes there is a lot of moving parts. But if you come to fully understand the mechanics, each person maybe has 1 or 2 things to do and then there is typically a group based mechanic.

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                              • I dont really like the mechanics either however Bungie have introduced activities like dungeons and menagerie so I feel like there are good alternatives if you dont want to raid.

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                              • The rest of the game is what you're asking for. Raids are the only place that focuses on mechanics. And that's the appeal. My group and I love going into our first raid blind, trying to figure out mechanics ourselves. It's the most fun I've ever had in a game. I don't believe in the philosophy that every activity has to be accessible to every player. If raids aren't your cup of tea because they are too mechanic heavy, there are other things to do. Just like people don't have to play competitive crucible. It's just an option. There's no reason to nuke an entire area of the game to make it more viable for the majority when those activities are specifically intended for those niches.

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