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2/28/2016 7:45:37 PM
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How to Fix Destiny - Suggestions for Destiny 2 (LONG POST)

So bear with me folks, this will get "ranty" in parts and will be a fairly lengthy post, but I've been mulling over this for some time and would like to put it all out there. As a long time gamer who's pretty good at just about every genre, a long-time fan of Bungie and a Day-1 player of Destiny I'd like to think I've gathered a pretty good assessment of what needs to be changed to really make this IP shine the way I know it can. There are a lot of things that need fixing, but I'm going to address them within a few broader, "main" categories. Specifically, the key areas that are problematic are as follows: [i]Itemization, Customization, Content and Stability[/i]. So without further delay; [b]Itemization[/b] This is *the* singular, most important thing that needs to be addressed above all else. At its core, Destiny is a loot-driven game much like Diablo and Borderlands (warning: I'll be referencing these franchises a fair bit) but with an odd MMO twist featuring the now standard weekly lockouts on top-tier loot i.e. Raid gear. There are several problems with this however. Firstly, the game is just way too damn RNG-heavy. The infusion system has only worsened a problem that was at least somewhat fixed by Etheric Light. Effectively what happens now is (and this is something no other MMO does) when you kill a raid boss (or get any item) you have to hope that you not only get the correct drop, but that it rolls the stats, perks and light level you desire and that's assuming you even get a drop in the first place. Most MMOs have a token system in place where after X runs if you don't get the item you want, you can trade in tokens and just select the drop. But not Destiny - and something ALWAYS drops for the group. Now these games usually have loot pools where Destiny's is individualized (and randomized) but that's no excuse for absolutely nothing at all to drop, not for end-game weekly lockouts that you can only loot once. So the 1st thing to do would be to axe the RNG element of raid drops to an extent. It should still be random which item you get, [i]but you should always get something[/i] especially on hard mode. Nothing like beating Oryx on Hard and only getting normal mode drops, or trading in 20 moldering shards upon his defeat.... for 2 more moldering shards, effectively taking 18 away for nothing (except your precious time). This is both insulting to the player and infuriating and just piss poor on Bungie's part. This isn't how you keep people playing your games. The second part (and this is where Itemization and Customization intersect heavily) is that our equipment needs to be better designed and have stats removed from it. Strength, Discipline and Intellect should be removed entirely from armor so that our gear selection is based purely on perks and cosmetics. It's hard enough in this game progressing your character without having the wrong stats on items. It also heavily limits our choices as players, since if you want to try out a different kind of build that needs different stats (most people focus on INT and DIS) you now have to slug through yet more RNG which isn't fun or productive. But I'll get into that more later. To finish up this category (for now) I want to get into how our gear and our power just don't matter. There is very minimal benefit to being 320 outside of killing Oryx on Hard a little easier. It is extremely depressing and game-breaking to be damaged by level 1 enemy in full 320 gear. It's also quite frankly, utterly unacceptable that year 1 weapons (max 170 attack) can not damage high level enemies, but still function just fine in events like Iron Banner and Trials of Osiris. I don't care how hard someone "worked" for their Gjallarhorn or Thorn, those weapons should not do any damage at all to someone who is 300+ Light . That's how it is in PvE, it should be the same in PvP where "power matters". Regular crucible fine, but not IB or ToO. Furthermore, and getting back to the point I wanted to make, drop rates in this game are terrible and the rewards are often lackluster. On top of removing Etheric Light's usefulness (a big mistake, the infusion system should be scrapped ASAP) reforging was also taken away which when piled on top of the horrendous drop rates for things like Strike Gear (Grasp of Malok in particular) it only adds more fuel to the fire of player frustration. I think one of the best things Bungie could do (and this would also get rid of "loot caves" once and for all) is to remove the scaling on enemies for damage and loot. Being 320 should mean something. It should mean that you get to utterly "roflstomp" low-level threats for fun, while also getting appropriate rewards for the enemies you kill. That means no more legendary drops from level 1 enemies, but also much higher drop rates from strike bosses for doing Heroic Strikes & having a streak. The whole point of chasing after end game gear is to become more powerful, but you never really do that in Destiny. It's also infuriating that (at least up until now, and we don't know yet how the new light level increase will affect things) that leveling up makes you weaker - you need more of your INT/DIS/STR to maintain your cooldowns. It would be nice if instead, as our light cap goes up, we can start mixing in gear with other stats and having more stats overall rather than simply struggling to maintain the power we once had (I hate that I can't use my overpowered PoE gear for the times I feel like doing that because it'll wreck my stats). And that brings me to the last point of this section, that our gear itself is rather lackluster. Compared to a game like Diablo 3, where you can mix and match legendary gear for all kinds of crazy builds, Destiny sucks. We get a single exotic weapon and armor, which often doesn't even change things that much and legendary gear in general just doesn't feel all that legendary. The VoG items where the only really good example of well-designed gear in Destiny. OK, that's not fair - the Crota stuff was good too but implemented poorly and PoE armor was INSANE but a little too specialized and would have been better if it applied in every arena, not just against specific enemy types. I actually really liked the PoE gear for that, and it exemplified what Raid/Legendary gear should be. Exotics, if they are going to remain a 1-of, should be game-changers (and I have a whole other post I'm going to make about that later with regards to changes) and define builds. Legendary gear should be tailor-made to specific activities and present the player with variety. I think we can all agree that the King's Fall gear as a whole, sucks a big fat one. Cocoon is a cool perk, but the armor is trash and offers no really powerful benefits and the weapons are largely lackluster (particularly the autorifle and it's seemingly random recoil pattern). Contrast this with PoE or even VoG gear, which were incredibly potent within their respective activities. By the same token, PvP-oriented gear sold from Shax and the 3 factions should offer more PvP-tailored perks and be more favorable for use in there. It's cool that you can mix and match the stuff you find in PvE and there should be stuff you can find in both activities that are good in the opposite, but in general PvP gear should be dominant in PvP. I do not want to see "gain more super energy from killing minions of the darkness" on a PvP helm. Legendary gear should be powerful within respective niches making them worth the time to obtain and creating less "one size fits all" situations where players simply have 1 all-round loadout for everything. Exotics on the other hand, should focus on dramatically changing how you play a class and in the case of weapons, break the standard archetypes and offer powerful, compelling trade offs. MIDA is actually one of the few guns that does this though it's not reflected in its statistics: I've tried other scout rifles with the same impact rating, yet MIDA hits for a full 12 points more on a head shot. Which reminds me, and I'll keep this side note brief, Bungie has got to completely redo how weapon stats are portrayed. Impact shouldn't be shown relevant to the weapon class but rather a standard across all guns other than rocket launchers. It's incredibly misleading to look at an auto rifle that has more rate of fire and impact than a pulse rifle, yet in practice it does less damage per bullet.
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  • Very well written and correct on many points. How cool would it be to not see 15,000 other guardians who look exactly the same as you? Or get to fly your ship around a more connected open world? Or have npcs and small quest lines out in the wilds? Or a conversation system to give your guardian a personality? Or faction wars, where players can rise through the ranks of a faction in a more meaningful way? Or even custom factions? Or cutscenes anchoring each mission? Or being able to explore the city and maybe have player housing? Or maybe even some opportunities to interact with the enemies peacefully to learn how the fit in the universe? So much potential

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    • Edited by Malacite: 2/28/2016 10:35:01 PM
      *I'll have to do some editing after as I think my posts are out of order now, but this is the last section. apologies again for the length but there are was just so much to cover and I didn't even get into the grimoire.* [b]Stability[/b] This is going to thankfully be the one short, sweet point in this little tirade of mine. Simply put, the lag has gotten completely out of hand. Dedicated servers won't fix all of it, but would be a great first step. Taking the axe to SBMM and reserving it strictly for ranked play would be another good idea. But it isn't just the lag. It's the multitude of glitches prevalent in the raids, and how Bungie keeps releasing them to use in a broken state and taking forever to fix them. And then there's the issue of balance patches - they are too far between and often overreaching. From the initial nerfing of autorifles and fusion rifles into oblivion to the removal of shot package and nerfing of sunbreakers and letting the Thorn meta carry on for over SIX BLAMING MONTHS there has got to be a better way of doing things. More frequent, smaller updates would be appreciated. Furthermore, would it really be so hard to set up a PTR for balance tweaks? Why aren't you asking the top 1% crucible players to provide feedback on changes before making them live? I understand that your engine for whatever reasons is very unwieldly and making changes can be time intensive but you have got to stop nerfing the crap out of things in both PvE and PvP. Sunbreakers needed toning down for sure but the nerfs went too far and have almost ruined the class in PvE. Arcblade is still complete garbage as a super and doesn't track properly. [b]Shot package was never the problem with shotguns and should not have been removed.[/b] Fusion Rifles are still a joke, Firebolt grenades burn for a few seconds too long and people really need to stop being allowed to use their special weapons as their primaries to name a few issues. The main point is of course that this stuff needs to be addressed more frequently and more importantly, with our input. Which brings me to my last point on this subject - you have been caught red-handed lying to us Bungie on multiple occasions. Your weekly updates are often snarky, and quite frankly some of the posts Deej has made on your behalf are insulting to our intelligence. I believe I can safely speak for all of us when I say we would greatly appreciate more feedback on the forums and open invitations to discuss upcoming changes and content. It's cool that you put stuff out on social media, but this site exists for a reason - stop announcing crap like Iron Banner closing an hour early at the last minute on face book while making no mention of it whatsoever on the official website or forums. We know you have to keep some stuff secret, but regular updates on the status of the game and upcomming content would be greatly appreciated - we're sick of the general "stuff is coming but we can't tell you anything yet" posts that have become all too frequent in the weekly updates. Remember, you need us as customers, not the other way around. Never, ever take your audience for granted. We all want Desitiny to be awesome and fun, so please treat us with some respect as it goes both ways. Thanks, and sorry for the long ass rant. EDIT: Yeah stuff's out of order, this is technically the last post and I'll try to number them or something.... I also just wanted to make a final point about story and lore. The original campaign was meh, dark below was even more meh. HoW was actually decent, and I enjoyed Taken King's story (mainly because of Nathan Filion being his awesome self). But the real bulk of Destiny's awesomeness, what makes it truly stand out from other sci-fi. is the Grimoire. Most people I talk to haven't read it or don't care to, and they are missing out big time. It is perhaps Destiny's greatest sin, that all that great content isn't in-game. Not only should there be an in-game way to access it, but the stuff that's actually in there seriously needs to be put into game's missions. It's why for all the shit I give Bungie, I continue to support and believe in this franchise. The Grimoire contains stuff that gives Mass Effect a run for it's money and you need to just take it and run with it Bungie. Destiny could be the biggest thing since Star Wars if you make the effort.

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    • Edited by Malacite: 2/28/2016 9:39:14 PM
      *I ran out of room as I figured I would, so I'm continuing it here and will add more as I go along - I've got other things to do today* Back to exotics, they just generally don't do enough. Let's look at Hardlight. That gun in my view, should be like Flubber - bullets bouncing off the walls all over the place. It would also be cool if it had a talent that made the bullets do more damage the more times it has ricocheted or the more targets it has penetrated. Heck it'd be interesting if it could actually hit someone more than once because of the ricochet. Furthermore, I really think they should change the fitted stock perk to counterbalance to stabilize the recoil pattern and cement the gun as the one very long range auto rifle. Similarly, I strongly feel that Suros would benefit highly from either an impact increase, or better yet (because it adds to the quirkiness rather than simply making it flat out stronger) removing the healing effect from the gun but as a trade off giving it back the original damage increase on the glass half full perk. This would change Suros into the ultimate hold-out weapon as you get lower on ammunition you actually become a bigger threat in crucible. I realize that people would likely intentionally run around with low ammo to abuse this but there are risks that go along with that and some changes to primary/starting ammo could easily resolve this. For some armor examples, the Arachnid could in addition to making golden gun zoom in more, should also grant Over the Horizon (increased range) and allow golden gun to land precision hits. This would make it a compelling choice over the Celestial Nighthawk. I strongly feel like the Peregrine Grieves & Stand Asides should just be combined into a singular pair of boots for the Titan giving them both more duration and increased damage on shoulder charge in the air as currently Titan has too many other much stronger choices like Ruin Wings and Armamentarium. Speaking of which, Armamentarium should honestly just increase all ammo reserves - primary, special and heavy. The Taikonaut should also grant a chance to spawn orbs on heavy kills since currently it's still not worth using over ruin wings. And lastly for warlocks (as I'm not going to go down the list of every exotic, just giving examples) the Purifier Robes should grant the Radiant Skin passive (making fireborn a very, very dangerous threat) and Heart of the Praxic Fire should grant Song of Flame making it ideal for a support warlock build by allowing the warlock to also take Radiant Skin and keep the pain-train going for the team. Again these don't have to be done, they're just suggestions on how I feel exotics should be -altering how we play our classes. I particularly would like to see more exotics that change the functions of our base abilities and supers, like gloves that turn Stormfist into a mini-fist of havoc for 15 seconds or every grenade a void walker throws is a nova bomb for 8 seconds or whenever you take a swing with arcblade you blink forward or golden gun fires a singular, gigantic laser beam that's at least 5-feet wide (with a short charge up time, making it like a super powered fusion rifle) or something that allows friendlies to fire outward from inside a titan bubble etc. etc. Oh and there really needs to be a smart loot system for engrams. If I'm rolling an engram at the cryptard or wherever really, I do not want to see a piece of titan gear when I'm on my hunter or vice versa please and thank you Bungie. Okay, that was a lot to go through I know but bear with me as there's more. [b]Customization[/b] As I eluded to in the previous section, Destiny is hurting pretty badly in this regard. Even simple things like picking what colours our guardians are is left up to RNG and inventory space. I don't entirely hate this, but it'd be nice if we had more space for shaders (easily fixed if Destiny 2 and onward are next-gen only as 360/PS3 have much less RAM) and if it wasn't such a pain to obtain some of them. But the bigger gripe is with regards to our equipment and abilities. The current talent tree system is OK, but having our base stats tied to our gear is a horrendous idea and as I stated earlier, needs to be done away with. If you want to spec for Strength and Intellect, you should simply be able to do that within your character menu as opposed to having to gather gear with those 2 specific stats. Gear selection should be based primarily around the perks provided, and secondly aesthetics and NEVER our stats. As for how our stats should be handled, it could be based on overall player level or possibly even our light level - the higher your light, the higher your stats cap at. I'd rather it just be tied to your player level for simplicity sake but whatever. As far as variety goes, this is where the sub class talent trees are a bit lacking, and even our primary & secondary stats. For example, what if Armour affected damage resistance rather than total HP? Now, there would have to be significant rebalancing done but the net effect would be that Titans could withstand significantly more punishment over Hunters and Warlocks with the trade off of either being much slower, or taking far longer to recover that HP. I can see how Bungie would be leery about doing something like this because of how it could affect PvP, but the fact remains that armour (all the stats really) is highly lackluster and having it maxed only matters in rare circumstances like a Striker eating a shoulder tackle or a Warlock with the Ram surviving thorn etc. For recovery, it's much simpler - it should be changed so at lower values, it only speeds up the time it takes for your health to refill but maxing it out should also reduce how long you have to wait for regeneration to start as well. This would allow most warlocks to take a few shots, duck into cover and start healing before a Titan or Hunter can, or anyone using a recovery weapon/ability getting their health back much sooner. As for Agility, base movement speed needs to be reduced just a bit while speed and jump height should go up dramatically at higher levels. Blink distance - including Blink Strike - should also be increased with high agility. There's really not a whole lot of benefit to stacking agility outside of Rift and even then, just equipping MIDA tends to allow you to move much faster than having max agility. The idea here is to make each stat compelling in its own way so that you really have to consider the trade offs of having 1 higher than the other, or going for an average across the board. It also helps to define and separate the classes a little more. As for our secondary stats (INT/STR/DIS) having affect cooldowns is fine, but I can't help but wonder if it would be better instead to have them influence the power of their respective skills instead. For example if a Blade Dancer were to put all their "points" into Agility and Strength, they'd be paper ninjas flying around stabbing everyone at high speeds but dying very easily to concentrated fire. Or maybe a Titan with high Discipline and Armor who's just a wall of denial, slow but deliberate throwing out punishing grenades and soaking up damage. Warlocks with high Intellect and and Recovery could do massive hit and runs with their supers etc. etc. Again, none of this is set in stone but could make for more interesting, dynamic gameplay (and of course major balance changes would be needed). Which gets me back to our abilities. Everyone in this game is pretty much the same, no one really stands out or is "legend" as Bungie likes to put it. You don't see cool stuff like a Striker titan who's put all their points into maxing out their melee abilities completely forgoing guns in favor of getting up close and dirty. Or a Gunslinger who doesn't care about their super or grenades and just wants to really be better at shooting than everyone else (speaking of, why does Bladedancer have the Quickdraw perk? That should honestly belong to Gunslinger.)

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