Please hear me out Bungie. Champions aren't even the most difficult part of Onslaught. You've done a good job with this content and I want to start by saying thanks for that. IT ha something for everyone and allows us the make more and interesting builds which is what this game is all about. Champions however.... are a direct violation of this.
I feel like Onslaught is a playground where anything goes in terms of builds. When I'm crafting a new build I find myself enjoying the possibilities when it comes to the armor, but once i get to the weapons, It becomes a literal chore when my excitement and eagerness deflate to almost nothing because I cant use whatever weapons I want, but whatever meta is laid out by your restricted anti-champion system. I've tried to build less restrictive in hopes of trusting my random fireteam will have the one champion counter not included in my build, and its painful how often thats not the case.
Here's the kicker: Champions aren't even the difficult part of Onslaught! I think almost anyone can agree who have ran it that the demolitionist waves and tormentor waves are the true monsters. Champions are actually easier than some of the regular elites as long as the counters are included in the builds. There is only 1 champion per wave and I really don't want to build for 1 mob out of an entire battalion...
Having to make builds that accommodate such a light amount of champions that aren't even the hardest content is just forcing unnecessary build restrictions on your players at this point. Please leave champions for your NF and master raid/dungeon content and let us enjoy some unrestricted gameplay that instead is only influenced by the weekly overcharged weapons (that don't seem to correlate with almost any anti-champion weaponry might i add)
-
Just replace ALL champions with hive guardians Everywhere
-
can we just remove champions period
-
Easy solution, I just hotswap to a champion weapon as it’s usually the last alive anyway.
-
If they didn’t have champions everyone would just use rockets and wave frames for everything
-
The people commenting “champs aren’t hard and you’re missing his point” are part of the problem If champs aren’t hard, then why make a post at all? It’s literally coping and skill issue. “Oh it’s restrictive”. How? You literally have to use a subclass to play the game and the subclass gives you 2/3 anti champ verbs. Cry. Effing. Harder.
-
As a developer, champions are a response in character to pressure the player. Bungie is a company that seeks to punish the player for mistakes. That is the reason they respawn you like thirty feet back when you make a mistake in a jumping puzzle. Make more mistakes (and die) and they will respawn you even further back. Denying a player enough ammo, impeding health regen, slowing movements, these are all “punishments” that pressure the player. This design philosophy really started with the earliest doom maps. I don’t care for it, I think it’s shame based(or bound), you take away, restrict, impede, not my cup of tea (it is effective design wise and easier to implement). The other way to pressure a player is to design ads that are just as fast, can jump as high, or deal as much damage as a player. Designing encounters where a player is ambushed, has multiple lines of incoming fire, must move under fire to cover, and have ads never spawning in the same place again is less cost effective. With ai this may change, a smarter ad will allays be harder to kill. Spawn points that change according to player position will also increase difficulty. Restricting a player to increase difficulty while more cost effective, will never be as fun or rewarding for the player as designing difficulty.
-
They can remove their garbage gimmick from every part of the game.
-
The number of people completely missing the point of this post is off the charts...
-
only problem I have with champions in onslaught is that overload captains tend to speedrun teleport to the ADU
-
I don’t spec for champions on normal mode. No need when the builds we have shred them away.
-
They need to remove th4ese buggy pieces of garbage from the entire game.
-
We need more Champions and maybe More Tormentors to spice it up
-
They can remove that garbage from every other mode and nobody will miss that crap.
-
I kind of feel like champions are an outdated concept in general. There are so many ways to take them out now that they don't even feel like they're needed anymore, which is a good thing. It shows the game has evolved. I thibk with special units like Tormentors and the new enemy type coming with the Final Shape, champions should maybe get removed from the game
-
Regret
Lore-Deity - antiguos
Agree… easier Is always better -
I think the champs have quite a low health pool.. I don't really stun them, just rocket them to death
-
I'm kind of tired of champions, so I'm going to agree with you. The champions in Onslaught don't add to the challenge in any meaningful way. I mean, I am pretty much a permanent user of hand cannons and pulse rifles, so I've got some champions covered, but it's not even necessary. At least on normal difficulty. Honestly though, I don't have any suggestions for replacement challenges, so there's not much I can say.
-
Agreed!
-
Sorry... The Champions are what make it fun. It's chaotic, and forces you to make choices and come up with strategies on the fly. Onslaught and Coil are two of my favourite activities because of this. There are so many options for champs that you can literally run anything, as long as someone in your fireteam can cover one of them.
-
Editado por zombie_killa_196: 4/27/2024 9:44:16 AMYes… [spoiler]and replace them with more boss tormentors :)[/spoiler]
-
Editado por HAWKxTUAH: 4/26/2024 1:50:48 PMYea I think they should replace all the minor enemies with champions. And call it the grandmaster onslaught 🥲😂
-
I'm more annoyed by the enemy body parts that are solid objects.
-
They shouldn't be able to teleport directly on the adu, at least. Not even overloads. If they walk to it, fine, but them teleporting behind us out of nowhere is total BS.
-
Editado por Obi-Juan: 4/26/2024 2:58:20 PMIt's genuinely wild how many people are deliberately missing your point when you were very clear in your words. You're not saying champions are hard, you're saying they're restrictive. It doesn't matter if the subclass changes have made them less restrictive, they're still restrictive. Having to run a volatile loadout or having to run a specific grenade is restrictive. Being forced to use specific things removes your ability to have variety, makes it less fun. Tormentors exist and can be dealt with through knowledge of how they work. No need for specific champ mods.
-
I like champions as they add a bit of challenge to the game but I agree that limiting the weapon types gets really really annoying very fast. I mean how tf does bungie expect us to play endgame activities like legendary/master lost sectors (some of which are meant for long range gunfights) when the barrier champions can ONLY be stopped by sidearms? I suppose it forces you to get creative but I dislike being forced into having ONE SINGLE anti barrier weapon available for an ENTIRE season. At least with overload and unstoppable they gave us minimal choice with this season’s artifact. I really hope in the future we have more options. Tbh the way they originally worked with weapon mods that could be applied to any weapon was SO MUCH BETTER than the artifact system.
-
I enjoy champions in Onslaught and other endgame activities.