[quote]I used to love towards the end of the season/expansion when you were overpowered and could plow though enemies. Now it's just boring. Go fishing .....Really ?[/quote]
You can still plow through enemies. It’s even easier than before in many ways.
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Editado por xbroggiex: 7/29/2023 11:56:53 PMEh, giving negative power deltas to activities has taken away from some of the core RPG elements of the game like levelling up. Also the negative power deltas are starting to make the game feel like crap to play imo with enemies not being difficult just tanky to extend playtime and pushes against the whole thing with enemy density which mixed with negative power deltas just makes most guns feel really bad to use. I'd rather have activities just get quicker and easier to do through time investment(levelling up) than waiting on Bungie to release broken things to do activities more quickly/efficiently. I personally preferred how it was before with GM's being the only negative power delta'd activity in the game. If Bungie wants good difficulty for Destiny then they should invest in creating varied enemies that have attacks that have identity, are telegraphed and inflict something to the player. Brigs, Hive Guardians, Wyverns and Tormentors do this but they are so rarely used.
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[quote]Eh, giving negative power deltas to activities has taken away from some of the core RPG elements of the game like levelling up. Also the negative power deltas are starting to make the game feel like crap to play imo with enemies not being difficult just tanky to extend playtime and pushes against the whole thing with enemy density which mixed with negative power deltas just makes most guns feel really bad to use. I'd rather have activities just get quicker and easier to do through time investment(levelling up) than waiting on Bungie to release broken things to do activities more quickly/efficiently. I personally preferred how it was before with GM's being the only negative power delta'd activity in the game. If Bungie wants good difficulty for Destiny then they should invest in creating varied enemies that have attacks that have identity, are telegraphed and inflict something to the player. Brigs, Hive Guardians, Wyverns and Tormentors do this but they are so rarely used.[/quote] Back when GMs were the only activity with a cap, we were significantly weaker than we are now.even being capped, we are stronger than we were in year 3 in the same exact activities.
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The sandbox is completely different than it was 3 years ago.
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[quote]The sandbox is completely different than it was 3 years ago.[/quote] As mentioned in this thread.
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Editado por xbroggiex: 7/30/2023 12:03:52 AM[quote]Back when GMs were the only activity with a cap, we were significantly weaker than we are now.even being capped, we are stronger than we were in year 3 in the same exact activities.[/quote] Solution to powercreep isn't to handicap the player. That's a band-aid solution and deprecates the quality of the gameplay, we'll now be in a constant cycle of things not feeling strong enough and then need to be buffed to 'feel good' hence why we are getting tons of buffs for different weapon types that were just shockingly bad since Lightfall dropped.
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[quote] Solution to powercreep isn't to handicap the player. That's a band-aid solution and deprecates the quality of the gameplay, we'll now be in a constant cycle of things not feeling strong enough and then need to be buffed to 'feel good' hence why we are getting tons of buffs for different weapon types that were just shockingly bad since Lightfall dropped.[/quote] As we grow stronger, so too should the enemy. Though we have definitely lapped them quite a few times. And those weapon types getting buffed have been bad for literal years now. Long overdue. Has nothing to do with light fall or this season since the meta didn’t change in any way outside of rockets getting even better.
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Editado por xbroggiex: 7/30/2023 12:27:28 AM[quote]As we grow stronger, so too should the enemy. Though we have definitely lapped them quite a few times. And those weapon types getting buffed have been bad for literal years now. Long overdue. Has nothing to do with light fall or this season since the meta didn’t change in any way outside of rockets getting even better.[/quote] The enemy should get stronger through new attacks and mechanics. Inflating their health pools and damage destroys the gameplay(Look at Neomuna for instance). For those weapon types we are almost getting 2 back to back Handcannon and Pulse Rifle buffs because Bungie have turned the dial too much on the power delta which made these weapons feel horrid to use. We have now gone from where things needed a little tuning to literal waves of buffs for weapons and constant buff tuning because of this. *cough* *cough* 40% exotic primary buff to red bars *cough* *cough* is a good example of this being a problem and requiring major buffs. Also, the players themselves haven't really gotten stronger outside of ability uptime and particular subclass verbs. Ability uptime being more higher than its ever been is due to Bungie's incompetence when it comes to the build crafting which they destroyed with Lightfall and replaced with "lol now its just mods that give ability energy on x action or consume x charges". For subclass verbs the only ones that really gave us any power were Radiant and Jolt. For Darkness subclasses the only class that can use Stasis to any reasonable degree is Warlock as Titan and Hunter Stasis both suck. For Strand its basically just suspend and that's really all there is to it in terms of power the rest of the kit is pretty mid.
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Editado por Bore: 7/30/2023 12:37:02 AM[quote] The enemy should get stronger through new attacks and mechanics. Inflating their health pools and damage destroys the gameplay(Look at Neomuna for instance). For those weapon types we are almost getting 2 back to back Handcannon and Pulse Rifle buffs because Bungie have turned the dial too much on the power delta which made these weapons feel horrid to use. We have now gone from where things needed a little tuning to literal waves of buffs for weapons and constant buff tuning because of this *cough* *cough* 40% exotic primary buff to red bars *cough* *cough*. Also, the players themselves haven't really gotten stronger outside of ability uptime and particular subclass verbs. Ability uptime being more higher than its ever been is due to Bungie's incompetence when it comes to the build crafting which they destroyed with Lightfall and replaced with "lol now its just mods that give ability energy on x action or consume x charges". For subclass verbs the only ones that really gave us any power were Radiant and Jolt. For Darkness subclasses the only class that can use Stasis to any reasonable degree is Warlock as Titan and Hunter Stasis both suck. For Strand its basically just suspend and that's really all there is to it in terms of power the rest of the kit is pretty mid.[/quote] It doesn’t matter if they get new attacks if they don’t do damage to you or if you instantly kill them with one shot from any gun or ability. Hand cannons and pulses have been bad in pve for years. The only primary worth using since shadowkeep was smgs. Only reason to use anything else was for champion mods, which aren’t even needed anymore. And yes, exotic primaries got a massive buff because prior to that, there was no renown to pick a primary for your exotic slot. The first one to get the buff was vex and that was before lightfall dropped. Double special has been the meta and will be the meta until they need it and buff primaries, which are things they’ve said they’re planning to do. Mods were definitely simplified. Technical restrictions limit how many mods bungie can load at once, so many mods were combined or moved. Honestly, most people who play this game benefit from the simplified system considering the old one went over their head. Far better and more organized system than the mess we had before. Jolt, radiant, volatile, restoration, cure, weaken, suppress, blind, scorch, ignition, blind. All are better now and more accessible than anything in year 4 or earlier. Stasis is stronger than it has ever been for pve. The reason it feels weak now is because light subclasses have been buffed by so much. No point slowing and freezing targets when you can outright kill them. Strand also have unravel, which is essentially a better volatile with a a bit of jolt in it. It does very good damage. Strand also has sever, which reduces enemy damage output by 30%. Personally my favorite when used with the fragment that allows you to apply it with any weapon crits. One of the best debuffs for any hard content. A threadling buff is also on the way. Strand also has woven Mail, which provides 60% damage resistance. This stacks with other sources of dr and let’s you get and maintain higher damage resistance than what was possible before lightfall and much much higher than what was allowed before season of the haunted.
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Editado por xbroggiex: 7/30/2023 1:03:54 AM[quote]It doesn’t matter if they get new attacks if they don’t do damage to you or if you instantly kill them with one shot from any gun or ability.[/quote] Lightbearers, Brigs, Tormentors and Wyverns don't die from 1 shot. Obviously trash mobs will but that's the idea of a trash mob is to well... die very quickly. [quote]Hand cannons and pulses have been bad in pve for years. The only primary worth using since shadowkeep was smgs. Only reason to use anything else was for champion mods, which aren’t even needed anymore. And yes, exotic primaries got a massive buff because prior to that, there was no renown to pick a primary for your exotic slot. The first one to get the buff was vex and that was before lightfall dropped. Double special has been the meta and will be the meta until they need it and buff primaries, which are things they’ve said they’re planning to do.[/quote] And turning up the power delta didn't help. For exotic primaries all this did was just push already strong exotic primaries into being used even more like Wishender, Quicksilver and Graviton. I don't think I see any other exotic primaries used because they are just pushed so underlevel they feel like crap to use regardless of that 40% buff. [quote]Mods were definitely simplified. Technical restrictions limit how many mods bungie can load at once, so many mods were combined or moved. Honestly, most people who play this game benefit from the simplified system considering the old one went over their head. Far better and more organized system than the mess we had before.[/quote] Yeah, and simplifying it killed any variation of build crafting. It literally is just exotic + mods to ability spam whatever it buffs. It powercrept the game in the most lamest way possible. [quote]Jolt, radiant, volatile, restoration, cure, weaken, suppress, blind, scorch, ignition, blind. All are better now and more accessible than anything in year 4 or earlier.[/quote] The only 3 good ones in that lot are Jolt, Radiant and weaken the rest are either too niche to get or mid. But yeah this is one place we actually got stronger was with subclass verbs but it really isn't all that to be worthy of handicapping players. [quote]Stasis is stronger than it has ever been for pve. The reason it feels weak now is because light subclasses have been buffed by so much. No point slowing and freezing targets when you can outright kill them.[/quote] Rime got nerfed hard and so survivability dropped off. Hunter stasis is a joke. Titan has crystals and that's literally it shards are useless now since rime was nerfed. Warlock is just turrets because it does both Overload and Unstop. [quote]Strand also have unravel, which is essentially a better volatile with a a bit of jolt in it. It does very good damage.[/quote] Yet, unravel is so niche to get it just sucks. Have to get a melee kill with a fragment equipped or melee grapple which both aren't ideal in most content. Warlock can apply it with his melee attack but strandlock outside of its super damage really sucks. [quote]Strand also has sever, which reduces enemy damage output by 30%. Personally my favorite when used with the fragment that allows you to apply it with any weapon crits. One of the best debuffs for any hard content. A threadling buff is also on the way. Strand also has woven Mail, which provides 60% damage resistance. This stacks with other sources of dr and let’s you get and maintain higher damage resistance than what was possible before lightfall and much much higher than what was allowed before season of the haunted.[/quote] Suspend and Woven Mail are its only highlights imo. But really you could just run something else that has better kill potential as the melees kinda suck. With suspend nerf coming Titans are less likely to run Abeyant Leap and suspend which means less woven mail. For Warlocks and Hunters they have to run a fragment to get woven mail from orbs which is just sad. As for the threadling buff this comes at the cost of a heavy nerf to suspend and since the generation nerf the only class that really has threadlings frequently is Warlock. Also, really depends on how much they buff threadlings.
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[quote] Lightbearers, Brigs, Tormentors and Wyverns don't die from 1 shot. Obviously trash mobs will but that's the idea of a trash mob is to well... die very quickly. And turning up the power delta didn't help. For exotic primaries all this did was just push already strong exotic primaries into being used even more like Wishender, Quicksilver and Graviton. I don't think I see any other exotic primaries used because they are just pushed so underlevel they feel like crap to use regardless of that 40% buff. Yeah, and simplifying it killed any variation of build crafting. It literally is just exotic + mods to ability spam whatever it buffs. It powercrept the game in the most lamest way possible. The only 3 good ones in that lot are Jolt, Radiant and weaken the rest are either too niche to get or mid. But yeah this is one place we actually got stronger was with subclass verbs but it really isn't all that to be worthy of handicapping players. Rime got nerfed hard and so survivability dropped off. Hunter stasis is a joke. Titan has crystals and that's literally it shards are useless now since rime was nerfed. Warlock is just turrets because it does both Overload and Unstop. Yet, unravel is so niche to get it just sucks. Have to get a melee kill with a fragment equipped or melee grapple which both aren't ideal in most content. Warlock can apply it with his melee attack but strandlock outside of its super damage really sucks. Sever and Woven Mail are its only highlights imo. But really you could just run something else that has better kill potential as the melees kinda suck. With suspend nerf coming Titans are less likely to run Abeyant Leap and suspend which means less woven mail. For Warlocks and Hunters they have to run a fragment to get woven mail from orbs which is just sad. As for the threadling buff this comes at the cost of a heavy nerf to suspend and since the generation nerf the only class that really has threadlings frequently is Warlock. Also, really depends on how much they buff threadlings.[/quote] Except all of those could be one shot and would all deal next to no damage unless you were on the highest difficulty. Scepter it did help. It’s pretty much the only reason why we are getting primary buffs and double special nerfs. It simply highlighted how bad those weapons are. The buffs we are getting is thanks to the new system. There’s thousands of builds you can make. Build variation is alive and well. Every single subclass debuff is strong. Some are definitely stronger, like how unravel is better than volatile., but that’s not to say volatile is bad. It could certainly use a buff to be more on par, but it is strong as it is now. Rime got 50% dr added to it, which makes the is essentially have 100 hp. It’s effectively unchanged in pve and only hit hard in PvP. Stasis definitely needs buffs to keep up with the recent power creep, but it’s still good when evaluated on its own in a bubble. Woven mail and sever are incredibly strong, but so is unravel. It’s up there with jolt in damage and is easier to apply, while it also spreads to different enemies. We don’t know the nerf to suspend yet, but it likely won’t kill it because I just how absurdly strong it is now. It will likely still be very good, but not to the point where you have an enemy suspended for 11 seconds using an ability that you get in 5 seconds.
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Editado por xbroggiex: 7/30/2023 1:17:41 AM[quote]Rime got 50% dr added to it, which makes the is essentially have 100 hp. It’s effectively unchanged in pve and only hit hard in PvP. Stasis definitely needs buffs to keep up with the recent power creep, but it’s still good when evaluated on its own in a bubble.[/quote] This tells me you have no idea what is actually wrong with Rime I recommend you re-read their changes. Hint: It has nothing to do with its DR or total overshield HP. [quote]There’s thousands of builds you can make. Build variation is alive and well.[/quote] There really isn't, your statement is really disingenuous. [quote]Except all of those could be one shot and would all deal next to no damage unless you were on the highest difficulty.[/quote] Then they should tune those enemies to be threats specifically with a bit more health and damage like an actual game would do with enemy hierarchy like... I dunno Halo? Then they should use them more frequently as well. Now everything is tankier which makes the combat a slog the higher Bungie pushes the power delta. Neomuna is the best example of this honestly. [quote]We don’t know the nerf to suspend yet, but it likely won’t kill it because I just how absurdly strong it is now.[/quote] I wouldn't hold my breath considering what they like to do with Hunter and Titan exotics/abilties.
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[quote]This tells me you have no idea what is actually wrong with Rime I recommend you re-read their changes. Hint: It has nothing to do with its DR or total overshield HP. There really isn't, your statement is really disingenuous. Then they should tune those enemies to be threats specifically with a bit more health and damage like an actual game would do with enemy hierarchy like... I dunno Halo? Then they should use them more frequently as well. Now everything is tankier which makes the combat a slog the higher Bungie pushes the power delta. Neomuna is the best example of this honestly. I wouldn't hold my breath considering what they like to do with Hunter and Titan exotics/abilties.[/quote] The nerfs to rime have almost no affect on pve. Feel free to reread the changes yourself. There’s literally thousands of build combinations. Find one person on this post who has the same setup as another player. [spoiler]Good luck.[/spoiler] That’s what they’ve done. Enemies now have more health and do more damage with each difficulty level instead of being the same once you over level them. Neomuna is still full of enemies that die instantly. It’s still a boring and barren patrol space like the rest. Hunters and titans have a lot of good abilities and exotics.
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[quote]The nerfs to rime have almost no affect on pve. Feel free to reread the changes yourself.[/quote] Let me spell it out for you. So, Rime gives an overshield when you pickup shards right? However, it doesn't grant an overshield unless you a full health. Before we got 12.5 hp per shard which was enough hp per shard to heal up and then get a good chunk of overshield now its 5hp per shard if you lose 25% of your main shield you literally will not get the overshield from those shards or better yet you might only get 5-10hp overshield at best. This killed regeneration and survivability in combat gimping any use Stasis titan had in PvE besides funny crystal super. [quote]There’s literally thousands of build combinations. Find one person on this post who has the same setup as another player.[/quote] Besides slight variation in mods used, they all come to the same thing which is just ability spam whatever your exotic buffs. Not much variety if its the same thing with just a different named exotic. [quote]That’s what they’ve done. Enemies now have more health and do more damage with each difficulty level instead of being the same once you over level them. Neomuna is still full of enemies that die instantly. It’s still a boring and barren patrol space like the rest.[/quote] Yeah, and giving them more health and allow them to deal more damage hasn't made Neomuna interesting and the rest of the game has poor gameplay since its now just time consuming rather than challenging.
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Editado por Bore: 7/30/2023 3:18:48 PM[quote]Let me spell it out for you. So, Rime gives an overshield when you pickup shards right? However, it doesn't grant an overshield unless you a full health. Before we got 12.5 hp per shard which was enough hp per shard to heal up and then get a good chunk of overshield now its 5hp per shard if you lose 25% of your main shield you literally will not get the overshield from those shards or better yet you might only get 5-10hp overshield at best. This killed regeneration and survivability in combat gimping any use Stasis titan had in PvE besides funny crystal super. Besides slight variation in mods used, they all come to the same thing which is just ability spam whatever your exotic buffs. Not much variety if its the same thing with just a different named exotic. Yeah, and giving them more health and allow them to deal more damage hasn't made Neomuna interesting and the rest of the game has poor gameplay since its now just time consuming rather than challenging.[/quote] [quote]Reduce max overshield amount from 100 hp to 50 hp. Reduce overshield gain per Stasis Shard from 12.5 hp to 5 hp. Non-player combatants now deal 50% damage to Whisper of Rime overshield[/quote] Your overshield will fill at nearly the same speed because of the the dr. 5 hp os with 50% dr is essentially 10hp. While you’ll get less when not at full health, it isn’t an issue with any sort of proper build. This is not a substantial nerf for pve and was directly focused on PvP. The ability to make shards in pve is also much higher than PvP, especially for hunters and warlocks. Stasis wasn’t particularly good in pve before and it’s no better or worse now. Every single person in this thread has a different combination of mods. There’s thousands of combinations that you can use. There doesn’t need to be multiple mods that do the same thing, but activate off of different triggers like there used. Neomuna is significantly more engaging then other patrol spaces. You might as well head to the enclave and shoot at the disks in the back if you want something that easy. Combat on neomuna is fine, there’s just nothing to do there outside of a generic event. Anyone who played around forsaken’s release know how good it felt to first enter the dreaming city. Massively under leveled with tons of secrets hidden about. Neomuna comes closer to the combat that the dreaming city had than any other destination, but falls short due to the massive power creep since year 2. It also have next to nothing to do outside of a generic event. It just feels like a halo 5 forge map.
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Editado por xbroggiex: 7/30/2023 5:24:26 PM[quote]Your overshield will fill at nearly the same speed because of the the dr. 5 hp os with 50% dr is essentially 10hp. While you’ll get less when not at full health, it isn’t an issue with any sort of proper build. This is not a substantial nerf for pve and was directly focused on PvP. The ability to make shards in pve is also much higher than PvP, especially for hunters and warlocks. Stasis wasn’t particularly good in pve before and it’s no better or worse now.[/quote] You do not get any overshield when not at full health. If you are even just 10-15% of your shield damaged you get basically nothing, and if you do get that 5hp overshield it really only absorbs 1 bullet. https://www.youtube.com/watch?v=1qPrjkIAVb8&ab_channel=ThatoneguyKinda This video is a good example of why its terrible since it got overnerfed. It now barely has any healing capability and the overshield is so niche to get and has only a 10 second timer its beyond crap its just a waste of a slot to run. [quote]Every single person in this thread has a different combination of mods. There’s thousands of combinations that you can use. There doesn’t need to be multiple mods that do the same thing, but activate off of different triggers like there used.[/quote] There is like 3 triggers. Using x ability, consume x charges or consume x charges on finish. Before we had more variety that could've been expanded more upon with Warmind Cells, Charged with Light and Elemental Wells. Either using specific weapon types granting CWL or Rasputin weapons being able to generate Warmind cells or splash weapons being able to generate Warmind Cells. Various abilities to generate elemental wells which could buff or regenerate abilities. [quote]Neomuna is significantly more engaging then other patrol spaces.[/quote] Making the enemies take more damage than Master Raid enemies to kill doesn't make it more engaging it makes it a snooze fest like any other patrol destination but worse, especially when the rewards are the same. [quote]Anyone who played around forsaken’s release know how good it felt to first enter the dreaming city. Massively under leveled with tons of secrets hidden about.[/quote] Its interesting at first to be underleveled and get slowly stronger to match the enemy power for a one time thing for a new destination. Its not fun constantly being underleveled so the enemies take a billion bullets no matter what you really do. Though Forsaken's levelling system was archaic and terrible hence why only like 2 teams beat LW Day One because everyone else that didn't use literal calculators and carefully plan their RNG level ups were stupidly under levelled which scaled way worse back then.
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Editado por Bore: 7/30/2023 5:47:59 PM[quote] You do not get any overshield when not at full health. If you are even just 10-15% of your shield damaged you get basically nothing, and if you do get that 5hp overshield it really only absorbs 1 bullet. https://www.youtube.com/watch?v=1qPrjkIAVb8&ab_channel=ThatoneguyKinda This video is a good example of why its terrible since it got overnerfed. It now barely has any healing capability and the overshield is so niche to get and has only a 10 second timer its beyond crap its just a waste of a slot to run. There is like 3 triggers. Using x ability, consume x charges or consume x charges on finish. Before we had more variety that could've been expanded more upon with Warmind Cells, Charged with Light and Elemental Wells. Either using specific weapon types granting CWL or Rasputin weapons being able to generate Warmind cells or splash weapons being able to generate Warmind Cells. Various abilities to generate elemental wells which could buff or regenerate abilities. Making the enemies take more damage than Master Raid enemies to kill doesn't make it more engaging it makes it a snooze fest like any other patrol destination but worse, especially when the rewards are the same. Its interesting at first to be underleveled and get slowly stronger to match the enemy power for a one time thing for a new destination. Its not fun constantly being underleveled so the enemies take a billion bullets no matter what you really do. Though Forsaken's levelling system was archaic and terrible hence why only like 2 teams beat LW Day One because everyone else that didn't use literal calculators and carefully plan their RNG level ups were stupidly under levelled which scaled way worse back then.[/quote] Doesn’t change anything I said about it. The main trigger is orbs, which act as wells did. There’s more ways than ever to spawn them, many of which were the same as how you would spawn wells or gain charged with light. The mods they activate do very similar things as the old mods, there’s just less of them. There’s no need for a mod that just buffs rocket damage or just sidearm damage. A mod that buffs everything is good enough. There’s no point having two or three mods that do the same thing. Why have a mod that gives you charged with light from sidearm kills when you can use a mod that gives you orbs on void weapon kills. Sorry, but when there’s a limit to how many mods can be on an armor piece, there doesn’t need to be duplicates. There’s still thousands of mod combinations and thousands of builds you can make. The simplified system is more coherent and is more accessible to players. More players should be getting into builds and this does just that. Master raids put you more under level than neomuna patrol. Enemies hit harder and there are more of them. Raids also have mechanics. Unlike patrol, they’re actually engaging to play. Enemies don’t take a billion bullets. Enemies die quickly no matter what content you play. From patrols to GMs. There’s more ways than ever to plow through enemies and it’s never been raise to get into making builds that do just that.
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Editado por xbroggiex: 8/1/2023 12:42:03 AM[quote]Doesn’t change anything I said about it.[/quote] You tried to say Rime was fine when I am pointing out it got nerfed into the ground. It's literally a useless fragment now and stasis shards are useless because their only purpose really was to proc Rime since Stasis melees aren't a make or break for any class. [quote]The main trigger is orbs, which act as wells did. There’s more ways than ever to spawn them, many of which were the same as how you would spawn wells or gain charged with light. The mods they activate do very similar things as the old mods, there’s just less of them. There’s no need for a mod that just buffs rocket damage or just sidearm damage. A mod that buffs everything is good enough. There’s no point having two or three mods that do the same thing. Why have a mod that gives you charged with light from sidearm kills when you can use a mod that gives you orbs on void weapon kills. Sorry, but when there’s a limit to how many mods can be on an armor piece, there doesn’t need to be duplicates.[/quote] "There’s no need for a mod that just buffs rocket damage or just sidearm damage." "A mod that buffs everything is good enough." Weapon specific builds were actually useful and added depth to the game. It allowed Bungie to tune builds for specific weapons accordingly but now since everything gets buffed by the same amount there is no niche builds that allow things like Sidearms to shine. Bungie killed build variety because they removed this depth to the character sheet, if you disagree with this and believe its a better system beyond simplification you are a lost cause. [quote]There’s still thousands of mod combinations and thousands of builds you can make. The simplified system is more coherent and is more accessible to players. More players should be getting into builds and this does just that.[/quote] Emphasis on the 'simplified' its now so simple there is no builds, you don't really have to think that hard about what your mods are because they are all relatively low cost and just allow you to ability spam. If you don't believe me just look at the uproar with people who had their things like Bolstering Detonation or Impact Induction disabled. [quote]Master raids put you more under level than neomuna patrol. Enemies hit harder and there are more of them. Raids also have mechanics. Unlike patrol, they’re actually engaging to play.[/quote] This tells me you genuinely do not play the game. Rufus' Fury takes around 13 body shots in Normal VOG to kill a Goblin, in Master it takes 21 and Neomuna they take 28 body shots to kill. You might take more damage in Master Raids due to modifiers but the damage it takes to kill enemies in Master Raids is less than Neomuna patrol. https://www.reddit.com/r/DestinyTheGame/comments/120n16o/neomuna_patrol_enemies_take_30_more_damage_to/ Here is a reddit thread that did the testing. [quote]Enemies don’t take a billion bullets. Enemies die quickly no matter what content you play. From patrols to GMs. There’s more ways than ever to plow through enemies and it’s never been raise to get into making builds that do just that.[/quote] I'm being hyperbolic with the billion bullets. Some enemies die quickly depending on what content you are playing, but there is a reason people use say Strand titan in GM or Master content to suspend enemies because giving yourself around 10-11 seconds to kill enemies that you deal roughly half your normal damage to is ridiculous and that is also based on Nightfall scaling since Nightfall enemies have more health than patrol enemies even if they are at the same power level. For GM's this is acceptable since it was initially designed around that idea of being ridiculous, I saw it as like the Nightmare mode for Destiny which is just a difficulty that is meant to be egregious. But Bungie pushing negative power deltas on everything has significantly decreased the quality of gameplay. Neomuna giving the same rewards yet being 'harder' than other patrol zones and even Master Raids is wack and shows Bungie has no idea what they are doing with difficulty in Destiny.
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Editado por Bore: 8/1/2023 12:56:03 AM[quote] You tried to say Rime was fine when I am pointing out it got nerfed into the ground. It's literally a useless fragment now and stasis shards are useless because their only purpose really was to proc Rime since Stasis melee's aren't a make or break for any class. "There’s no need for a mod that just buffs rocket damage or just sidearm damage." "A mod that buffs everything is good enough." Weapon specific builds were actually useful and added depth to the game. It allowed Bungie to tune builds for specific weapons accordingly but now since everything gets buffed by the same amount there is no niche builds that allow things like Sidearms to shine. Bungie killed build variety because they removed this depth to the character sheet, if you disagree with this and believe its a better system beyond simplification you are a lost cause. Emphasis on the 'simplified' its now so simple there is no builds, you don't really have to think that hard about what your mods are because they are all relatively low cost and just allow you to ability spam. If you don't believe me just look at the uproar with people who had their things like Bolstering Detonation or Impact Induction disabled. This tells me you genuinely do not play the game. Rufus' Fury takes around 13 body shots in Normal VOG to kill a Goblin, in Master it takes 21 and Neomuna they take 28 body shots to kill. https://www.reddit.com/r/DestinyTheGame/comments/120n16o/neomuna_patrol_enemies_take_30_more_damage_to/ Here is a reddit thread that did the testing. I'm being hyperbolic with the billion bullets. Some enemies die quickly depending on what content you are playing, but there is a reason people use say Strand titan in GM or Master content to suspend enemies because giving yourself around 10-11 seconds to kill enemies that you deal roughly half your normal damage to is ridiculous and that is also based on Nightfall scaling since Nightfall enemies have more health than patrol enemies even if they are at the same power level. For GM's this is acceptable since it was initially designed around that idea of being ridiculous, I saw it as like the Nightmare mode for Destiny which is just a difficulty that is meant to be egregious. But Bungie pushing negative power delta's on everything has significantly decreased the quality of gameplay. Neomuna giving the same rewards yet being 'harder' than other patrol zones is wack and shows Bungie has no idea what they are doing with difficulty in Destiny.[/quote] Rime is still good in pve. The nerf was only hard hitting in PvP. There is no point in having multiple mods that do the same thing. It’s not depth, it’s clutter. Sidearms are the highest dps primary. They shine just fine. You can easily build into them to be even better. Build variation is alive and well. You will not find a single person with the exact same build in this thread or any thread. There’s literally thousands of possibilities. And yes, people are upset that mods are disabled. As they should be. Reread. Enemies are higher above you and deal more damage. Raids and dungeons were exempt from the 25% health increase added to enemies in light fall. Combat is still more difficult in raids where there are more enemies that hit you harder and mechanics to manage. As adds are a secondary focus in raids, it makes sense that they would not receive the same adjustments. Things die quickly in every activity. From patrol to GMs. Never been easier to clear a GM in ~10 minutes. Why? Because you kill everything so fast. The power deltas are the only way to have a higher difficulty be more difficult than the previous difficulty. It used to be just as easy once you reached a higher level. It was not a proper higher difficulty. It isn’t complicated. They should just remove the number and just list increased enemy health and damage as a modifier. If you want an easier experience, drop the difficulty. Elected difficulty is optional increases. Should it be expanded to more things? Absolutely. Give me GM patrols, give those who want an easier time a lower difficulty. Everybody wins. Level caps stay. As for the same loot in neomuna. The weapons from the destination are actually very good and are better than any previous destinations loot even when judged relatively based on weapons of the same release period. Many best in class weapons come from neomuna and they’re craftable. Patrol is still super easy and the rewards are fitting for that level of ease.
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Editado por xbroggiex: 8/1/2023 1:03:50 AMI didn't get past the first sentence of your post. Rime is not good and I have outlined why it is not good, you refuse to acknowledge the points I made about it and parroted about the DR making it the same HP shield which was NOT what I was talking about at all. For one last time... the problem with Rime is that they nerfed the HP gain from 12.5 hp to 5hp. Now this doesn't sound bad on paper until you realise you need FULL HEALTH to start obtaining the overshield. So if you are even slightly damaged when you pickup those shards you now get hardly any health and little to NO overshield, the only class that makes the most shards is Titan which benefits the most from Rime but now Rime got nerfed it made it completely useless as the nerf makes them useless when in combat. The nerf to rime made the survivability of Stasis nosedive off a cliff and the actual overshield is so niche to get that the only way to guarantee it is to hide in cover and generate shards which for classes other than Titan is 2-4 at most. We now get less overshield charge on average than before and we have less healing than before.
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[quote]I didn't get past the first sentence of your post. Rime is not good and I have outlined why it is not good, you refuse to acknowledge the points I made about it and parroted about the DR making it the same HP shield which was NOT what I was talking about at all. For one last time... the problem with Rime is that they nerfed the HP gain from 12.5 hp to 5hp. Now this doesn't sound bad on paper until you realise you need FULL HEALTH to start obtaining the overshield. So if you are even slightly damaged when you pickup those shards you now get hardly any health and little to NO overshield, the only class that makes the most shards is Titan which benefits the most from Rime but now Rime got nerfed it made it completely useless as the nerf makes them useless when in combat. The nerf to rime made the survivability of Stasis nosedive off a cliff and the actual overshield is so niche to get that the only way to guarantee it is to hide in cover and generate shards which for classes other than Titan is 2-4 at most.[/quote] I literally don’t care if we disagree about rime. It doesn’t have anything to do with the topic of the thread.
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Editado por xbroggiex: 8/1/2023 1:17:53 AMBack to the topic then. Artificial difficulty through the means of inflating health and damage is poor game design and a lot of players would agree with that statement. Destiny 2 at its core is an MMO[b]RPG[/b] game, which is about obtaining gear and playing with other players and getting stronger. However, currently Destiny 2 is the only game where you level up and effectively get weaker doing the endgame or even midgame content. If Bungie want difficulty within Destiny there is other ways to do it and they have shown they can do it. If they want Patrol to be casual yet challenging then the enemies should have the scaling of Gambit rather than more health than Master Raid enemies. Neomuna the enemies hardly damage you compared to Master Raids, I will agree. But that doesn't make it better in fact it makes it worse because now those enemies are not hard to fight they simply have more health to make you spend more time rather than increasing challenge or fun. Master Raids originally even if you could match their level it made a little sense why you could do that, firstly the only things it affected was your ability damage and damage taken(weapon damage is based on the gear score of the weapon so increasing your level gave very VERY minute changes to weapon damage). If Bungie wants you to farm activities they should allow you through commitment to make these activities quicker and easier to accomplish, however I don't think that should apply to GM's as the original intention was for them to have you underlevelled for them. For the mod system a lot of it was rolled into other systems like the fragments and some of the armour charge mods but we lost a lot of good things like Warmind Cells and a lot of the interesting Charged with Light mods for a system that is imo too simplified that it feels like there is no real thinking involved in creating a build. That's where I'm going to leave it honestly since we are just going in circles, have a good one.
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Editado por Bore: 8/1/2023 1:23:09 AM[quote]Back to the topic then. Artificial difficulty through the means of inflating health and damage is poor game design and a lot of players would agree with that statement. Destiny 2 at its core is an MMO[b]RPG[/b] game, which is about obtaining gear and playing with other players and getting stronger. However, currently Destiny 2 is the only game where you level up and effectively get weaker doing the endgame content. If Bungie want difficulty within Destiny there is other ways to do it and they have shown they can do it. If they want Patrol to be casual yet challenging then the enemies should have the scaling of Gambit rather than more health than Master Raid enemies. Neomuna the enemies hardly damage you compared to Master Raids, I will agree. But that doesn't make it better in fact it makes it worse because now those enemies are not hard to fight they simply have more health to make you spend more time rather than increasing challenge or fun. Master Raids originally even if you could match their level it made a little sense why you could do that, firstly the only things it affected was your ability damage and damage taken. If Bungie wants you to farm activities they should allow you through commitment to make these activities quicker and easier to accomplish, however I don't think that should apply to GM's as the original intention was for them to have you underlevelled for them. For the mod system a lot of it was rolled into other systems like the fragments and some of the armour charge mods but we lost a lot of good things like Warmind Cells and a lot of the interesting Charged with Light mods for a system that is imo too simplified that it feels like there is no real thinking involved in creating a build. That's where I'm going to leave it honestly since we are just going in circles, have a good one.[/quote] Enemies having health and doing damage is no more artificial than anything else in a video game. You’re not weaker in endgame. Use a proper build and you plow through enemies. It’s easier than ever. There was a whole controversy in the community when master raids released surrounding it being essentially the same difficulty as normal once you got on level. Most players wouldn’t reach that level and played on the proper difficulty of the mode. A hard mode version of an activity should not be easy just because someone XP farmed in to a higher level. Level should not determine difficulty. Difficult content should be difficult regardless of level. [u]Master should be harder than legend. Your level shouldn’t make them the same difficulty.[/u] The new mod system removed the clutter and simplified build crafting to make it more accessible to the general player base. Removing duplicate mods rebalancing costs has lead to more people getting into build crafting. More mods can be added and likely will be added in the future. Each mod having a purpose and doing something different than the others is a good thing, not a bad thing. It’s one of the reasons why plowing through enemies is easier than ever.
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I agree. As someone who has done GMs last season, this game is easier for builds and ability uptime. Being able to suspend enemies with strand is SO OVERPOWERED! I see the person below has no idea what you're saying I think it's kind of funny that they're getting mad at something they don't understand (because of course they don't). All of what you said is what I was going to reply with too so spot on for explaining it. Some players just don't understand. That's ok but they shouldn't get tilted when they're proven wrong lol. Good on ya, mate.
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Editado por Bore: 7/29/2023 10:57:50 PM[quote]I agree. As someone who has done GMs last season, this game is easier for builds and ability uptime. Being able to suspend enemies with strand is SO OVERPOWERED! I see the person below has no idea what you're saying I think it's kind of funny that they're getting mad at something they don't understand (because of course they don't). All of what you said is what I was going to reply with too so spot on for explaining it. Some players just don't understand. That's ok but they shouldn't get tilted when they're proven wrong lol. Good on ya, mate.[/quote] It’s especially apparent in harder content. The things you can do now even with what’s just been added this season is pretty crazy. [url=https://youtu.be/IixcWAcAI8c]Triple Cenotaph, lol[/url] And honestly, I’m all for this power creep.
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