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Destiny 2

Discusión sobre Destiny 2
4/21/2022 5:14:01 AM
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Champions and their replacement

I usually like to defend champions on harder content for the added difficulty but since the launch of Witch queen i feel like they are getting a bit old and boring. We have used the same loadouts multiple times now and have found the best ways to counter any champion: stun and heavy burst damage. This season especially the loadouts have become really stale because almost any activity has barrier-champions, so basically I'm always running arbalest to counter them. With scorn and taken I use bastion and a primary to stun them. The thing is that the "meta" has been discovered with them and you get to have little changes throughout the seasons. Now with the Hive Guardians (and earlier with Beyond lights stasis Fallen) I feel like Bungie has found an interesting new way to design harder enemies, a thing I feel like they already know, and that is to bring challenging combatants that don't require you to just use one or two different weapon types. I would call them Commanders and they would buff smaller enemies in different ways, use abilities that aren't extremely furiating (looking at you overload captains with your one teleport, full hp) or would be minibosses throughout the encounter. Existing examples of these enemies would be Hive guardians, Stasis Fallen, Wyverns, Scorn overloads with their turrets and Barrier-servitors. Who hasn't been terrified of a Wyvern jumping at you or a Hive Guardian using their super at you. Let's take it a bit further. Say an enemy boss that would provide huge damage resistance to nearby allies, could heal them constantly, spawn things like screebs at you, make them throw more grenades at you, give elemental shields to allies or make safe zones for them like the dome shields in Proving Grounds strike. Or just a boss squad guarding a place, for example a Cabal Bracus with a squad of yellow-bar enemies. I think this could possibly bring more varied encounters to the strikes instead of just having three different champions with the same mechanics. Of course the seasonal artifact would need to change its anti-type mods. Let's say every season brings a few primary weapon and one or two special weapon buffs to the few different enemy types, like this season hand cannons and snipers deal increased damage to Cabal and Hive for example. Or this weapon archetype deals more damage to Commanders or their subordinates. This would lead to more dynamic meta, sure you can still use whatever you want but you aren't running things optimally. Don't know how this would actually work out but wanted to provide some ideas. Thanks for reading!

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