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Destiny 2

Discuss all things Destiny 2.
Edited by B1ggusWeenis: 5/14/2022 8:17:38 PM
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Let's talk overload champions

Taken overload champions are the only ones of the 3 different Champs that heal, continously barrage with those orbs and take longer than unstoppable to be stunned. Fallen ones keep teleporting. It would be nice not having to unload an entire clip into an enemy that gets stunned for half a second before they start moving and healing. Make the gun proc like an unstoppable would and stun immediately. Edit: this post was mostly concerned about legend lost sector overload champions being soloed. Having to only use autos and subs to overload is bs in my opinion. Maybe it is a skill issue, maybe it's a mechanic. I honestly believe it should be reworked though.

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  • Often these posts are simply skill issues

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    • Overloads + champion mods = not functional mechanics.

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    • Overload grenades is the way, they are just better, and if you have fragment on where it lingers longer, it helps even more in preventing the quick health regen. For soloing lost sectors, just run void overload vortex grenades with weaken fragment and use ghorn, if timed right, only takes one rocket to wipe a OL champion

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    • Hi, try the Osteo Striga 😉 that weapon is freakin good to stun EVERY overload 👍

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      • Edited by WifeAggro_AFK: 5/14/2022 2:03:11 PM
        There isn't a tutorial in the game ... but most of what you said isn't true. With enough experience you'd learn 1) There are other champs that can heal 2) An overload grenade is an instant stun and as long as the OL was not on the receiving end of any other damage they will not toss out the revenge bolts 3) They stun more than half a second. 4) The guns actually do proc immediately based on continuous fire. You can prefire a wall then peek on the bullet in the mag that is overload for an instant stun. Practice shooting your preferred OL gun at a wall first to figure out when the overload round in your magazine procs as each archtype is different. Are they easy ? no, do i enjoy fighting them - also no. But really the issues you're writing about and encountering is showing a severe lack of skill and experience. Good luck guardian. Get good.

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        • Edited by Spectra: 5/15/2022 11:21:17 AM
          There are a lot of people who don’t know this but using stasis on champions unstuns them, and so dealing with them becomes much harder than it needs to be (mainly overloads and unstoppable champions).

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          • [quote]Taken overload champions are the only ones of the 3 different Champs that heal, continously barrage with those orbs and take longer than unstoppable to be stunned. Fallen ones keep teleporting. It would be nice not having to unload an entire clip into an enemy that gets stunned for half a second before they start moving and healing. Make the gun proc like an unstoppable would and stun immediately. Edit: this post was mostly concerned about legend lost sector overload champions being soloed. Having to only use autos and subs to overload is bs in my opinion. Maybe it is a skill issue, maybe it's a mechanic. I honestly believe it should be reworked though.[/quote] Fatebringer timelost Funnelweb Ghorn Lucent finisher Overload generades

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          • i would love if they took out all champs and made more light bearers or even stasis super bad guys they pose just as much difficulty if not more but u can use what ever weapon u want on them

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          • Edited by Prowler690: 5/14/2022 9:37:14 PM
            Overload grenade + Ghorn = Problem solved. 450 primary AR such as Braytech Werewolf also works quite well.

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            • The biggest crime is that the Overload effect disappears after a brief activation. As in, you need to fire a bunch to proc it, then it fades away [i]while you are still firing[/i]. If your ammo count is high enough, you might get it to proc again, but the fact that this is even a thing is mind-boggling. Overload mods have been hot trash on a humid August day this season. Warlocks lucked out BIG TIME with their new boots.

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              • Edited by Hyperion724: 5/14/2022 10:26:48 PM
                We have a problem and two possible solutions: A. Modify Overload Champion mods so that they proc like the other champion mods, [url=https://www.youtube.com/watch?v=VOEUn3kIL0U&t=53s]Or B.[/url]

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              • Edited by Ghalta_Trial_X: 5/14/2022 6:43:26 PM
                Bungie likes to sunset a lot of things Time to sunset champions, I guess...

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                • There should really only be one type of champion in any given activity. Having to run 2 champion weapons with match game, completely kills all the build crafting they've slowly introduced into the game. Especially now that well mods heavily incentiveses you to run all the same element in your build. It's the reason everyone runs arby. Covers all shield types and barrier champs. Than you can run an energy for the burn and font of might. It's one of the only end game builds that still has choice of primary weapon

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                • its not a mechanic or a skill issue. ive shot enemies multiple times in the head but the overload shot doesnt proc till near the end of the magazine. unlike unstoppable/shield piercing which are constantly active overload is bugged out of the 3 champion types.

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                  • Edited by xbroggiex: 5/14/2022 10:42:09 PM
                    I'm just bored of champions in general. They aren't fun to engage with anymore and I'd rather have something new instead, I would much rather prefer more mechanic driven elite tier enemies that engage you beyond "oh you are running the correct mod right?". Getting rid of champions would help cut down on the annoying process of changing mods every time for any endgame activity and matching the weapons/elements/burns etc. I think the best example of a mechanic driven elite enemy that Bungie themselves did was in the SOTP raid with the Fallen Berserkers that had you shoot the plate on their front and back to stun them. They could expand this to cabal with those bathers where you could possibly shoot the swords out of their hands to make them vulnerable. Vex have wyverns and you could tweak them instead of being a dps check for the critical spot have those little purple cannons be a way to open up the crit spot more consistently. Just some ideas.

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                  • Edited by GT Redeyes: 5/14/2022 11:53:49 PM
                    I find them quite easy actually, I break shields with grenades, stun them with auto rifle and then finish them of with my telesto or Prometheus Lens I don’t think the game needs reworking, I think the players do, play the game for what it is If you set yourself up for each individual activity, changing weapons mods and armour, it becomes too easy. Yes there’s more time spent in the menus, but gameplay becomes more fun and less of a grind

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                  • Edited by Ray92: 5/14/2022 7:09:12 PM
                    Another comment for you plebians : Use Duty Bound with the champion stun perk on it.... my 3 brain cells could come up with that pretty fast. "But I can't farm duty bound I have no friends and don't want to make any effort to play the game" Alright then just play this weeks guardian games playlist for like 2-3 hours and I GUARANTEE you will get at least 1 Duty Bound, if not 30+ STUNNING RECOVERY Basic / Origin Trait Ofcourse I'm such a god I don't even have to think about champions because I MELT THOSE -blam!- DOWN HARD regardless of Duty -blam!- Bound or not. Hell, there's several builds out right now that oneshot any champion, in GM's. Stunning a Champion partially refills your magazine, triggers health regeneration, and improves recovery for a short duration. Edit : Removed the line "Please git gud" as it might upset some people.

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                    • My opinion continues to be that every weapon and player ability should have a champion it aligns to to make gameplay more diverse. They can change it up each season to keep things interesting but it should really just be an innate part of combat, not a mod you have to load up.

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                    • It’s frustrating that when we use exotics. Let’s say Arby in order to best deal with barriers from range. It gets a subtle nerf to make it less nutty. I feel like any exotic with an intrinsic champion mod is viable for being tweaked whenever it rises up. Div will be next.

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                      • I use the grenade overload mod for the overload champions. It stuns them almost as soon as the grenade hits them.

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                      • Honestly if they do what you say overloads would just be unstoppable champions XD. But this just proves that champions mechanics are just redondant. "Shoot once then champion goes afk" They just act like door to open most of the time. Not like a threatening ennemy Hive guardians in the lightblade GM achieved something champions will never be able to do. "Challenging you without restraining your loadouts and being a true danger for your fireteam forcing you to adapt a good strategy to not die" A champion is never a threat to your team unless the stuns bugs / the weapons to stun them arent adapted to the situation (hello antibarrier autoriffles) And the only strat for champions is : "Stun then shoot the bulletsponge afk ennemy"

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                      • Sounds like you are asking for the game to be easier…? Doesn’t that defeat the purpose of a “challenge”…?

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                        • Edited by Ray: 5/14/2022 3:42:44 PM
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                          I always feel like these posts are just skill issue posts. Glad to know I’m not wrong here as well The one thing I will agree on is overload rounds on an AR/SMG are garbage. I don’t think anyone can deny that. Even then tho, this whole “takes a full clip” is BS. Stop shooting mindlessly and actually think Barriers heal also btw… Idk what’s so hard about aiming and shooting, or using a grenade but 🤷🏾‍♂️

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                        • Edited by Olórin: 5/14/2022 12:39:21 PM
                          Theres a multitude of issues when it comes to champions imo, biggest one is consistency and it shows mostly for Overloads. I'm talking more so Endgame Champions where I've sat for nearly half a minute applying a Divinity debuff on an Overload and its really not a fun experience. The health regen is the fastest of all the Champions even when being constantly placed under a stun effect. Another one for me are Abilities working against us, like for example: freezing a Champion should assist us with negating the health regeneration of a Champion and not do the opposite where their health and recovery status practically reset. Abilities shouldn't need Seasonal mods for them to be useful against Champions, they should be able to stun Champions intrinsically. ^ Have a Stasis Turret not only slow but stun an Overload (including stoping their health regen on slow/stun), have a Void grenade be able to stun an Unstoppable or a Solar grenade be able to break a Barrier, etc and etc. We should already have the tools to handle Champions intrinsically built into our kits without having to use a Seasonal mod imo.

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                          • The problem honestly. Is how it works with SMGs and ARs......it's a build up charge instead of say Using a bow or a handcannon for the instant stun. ARs and SMGS personally should be for Barriers honestly. They're a sustained dmg weapon perfect for that role. They're not great for Overloading. It's doable with those guns sure, but it's not ideal.

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                          • Have you heard of tick damage

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