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Destiny 2

Discuss all things Destiny 2.
1/29/2019 7:23:49 PM
2

Destiny going forward (a collection of ideas, suggestions and straight up fantasies).

With the Bungie/Activision separation, I’ve been thinking about Destiny 3 going forward, if we do in fact get a Destiny 3 release instead of just expanding on D2. I’d imagine that we will see the rest of D2Y2 and then a 3rd year similar to D1, and for D3 to be released on the next gen consoles. Why don’t Bungie throw themselves as deep as they can into, go full on MMORPGFPS? This would divide opinion I believe, especially as it Is not a casual experience, but Destiny is not particularly a casual game. A lot of this I know will not be feasible within the current engine, but it could be done given time and patience (and funding). I’m trying to remain as truthful to the lore as possible, whilst maybe taking some liberties here and there… For disclosure, I made this at work during quiet periods, sometimes forgetting I even had customers online, so I apologise for the occasional error. This is to be taken no other way than pure fantasy as I live in a dreamworld whilst at work Races Introduce more races to choose from, adding to the 3 we have had since 2014. Instead of having a generic human face and ginger quiff, why not choose Eliksni, a Fallen Guardian from another reality in which the Traveller was unable to flee from the Eliksni homeworld as the Darkness approached? Design your character to your choosing. Want a beard? Have a beard. Scars? Yup. Something similar to Elder Scrolls character creation, where you can go in depth to get what you want, or just grab a default setting if you’re not into this feature. Each race has unique properties to its own, providing a vast array of options for your fireteam. Choose from:- • Human – Receives less damage natural elemental damage (solar, arc, frost, venom) and reload/ grenade energy recharge is slightly quicker. • Awoken – Born where Light and dark collide, Void abilities do more damage and more resistance to Void attacks. • Exo – Strong, robust, feels no pain. Do more damage from melee attacks and even move faster as your back-up generator activates for a short time until health regeneration is complete. (most likely to be changed to Solar abilities do more damage and more resistance to Solar attacks) • Eliksni – Stealth is your greatest weapon, move silently and swiftly; do more damage when Cloaked (crouching without movement for a brief period cloaks you with invisibility). • Arkborn – Made of pure Arc energy, encased in bipedal armour. Arc abilities do more damage and more resistance to Arc attacks • Clipse – When critical ‘Berserker’ is triggered, damage slightly increased and abilities recharge faster until health regeneration is complete. (most likely to be changed to Bane abilities do more damage and more resistance to Bane attacks) Multiple characters can now be created; similar to the Elder Scrolls series, unlike the 3 at present. Elements On top of these changes, there is also more elements to encounter. • Solar – Fire. Orange. • Arc – Lightning. Blue. • Void – The purple mix of Light & Dark. • Frost – Ice. Silver/White. • Bane – Damage over-time. Dark and ghastly green. • SIVA – Infection. Scarlet. Destinations I see no reason to not have all locations so far in the Destiny franchise in one location, as well as new places to visit. • Earth – Cosmodrone, EDZ, Old Chicago, Iron Temple. • Moon – The best destination in Destiny history IMO. • Venus – Vault of Glass, why not eh? Vex dungeon. • Mars – All of Mars from Destiny 1 and 2, including Phobos. • Reef – Social space returns, Prison of Elders and Space Combat (PVE) can be accessed from here. • Saturn – Dreadnaught can be accessed, Court of Oryx returns as Court of Nokris perhaps? Did he really die on Mars? • Mercury – Infinite Forrest can be accessed for similar activity to Haunted Forrest, can drop Osiris and D1 Trials weapons and armour with random rolls. • Titan – Return to Titan to conquer the Worm God Ur, the Ever-Hunger in the Ever-Hunger raid. • Io – Reconvene with Eris Morn at the Tower, seek out Toland and commune with Xol to bring down Ur in the “Enemy of my Enemy” campaign. Bring back Bad Juju! Still no Savathuun yet… • Tangled Shore – Expanded upon by further rocks and outposts attached to it. • Dreaming City – Weekly Curse cycle, dungeon and raid. • Enceladus – Deep Stone Crypt campaign, raid and introduction to Amarok enemy types. Lay Cayde to rest. Take down Clovis Bray and put an end to the mechanical nightmare he has unleashed (SIVA infused Exo frames). • Kaga-Clipse – “What is Light?” campaign, dungeon, raid and introduction to Spawn enemy types. Learn what is it to be truly of Light, or let your curiosity guide you towards a Darker path, learn from Oshoka and gain access to ancient Clipse technology. Activities Most of these should be obvious form the word, but some new additions. • New campaign missions and new mission types, introducing Space Battles where you attack and defend objectives with your Ship, similar to Halo Reach’s space battles. (this makes Exotic ships something worth grinding for and customising with random perks and mods) • Raids, Raid Lairs and introducing Storied Raids, relive the epic raids in all of Destiny and earn classic raid weapons and armour, which can fit the new weapon slot systems perfectly. • Strikes, Nightfall and Daily Heroic Missions. • Dungeons across all destinations, some in new locations and some that have laid undisturbed from previous ones. • Forges, Archon and Armoury. • Quick play and Competitive Crucible, Solo and Clan leagues, SRL, Space Combat. • Gambit, hopefully evolved to a better state from what it is currently. • Patrol - PvEvP patrol areas, Fable appearances. Fables have no trigger to spawn, extremely rare and even harder to kill. PvEvP will rewards those defending and attacking the Light, changing the alignment of the Guardian. • Prison of Elders, modified and updated from D1, hosted by one of the surviving Techeuns. • Horde, 6 player max event where you face off against waves of enemies in a closed environments, possibly in the Hellmouth, getting more difficult with each wave but better loot the further you get. • Test your Light – Practice arena in the Tower, grow and develop your skills with your Subclasses, so you can dictate your best build. Enemies How’s about actual new enemy races, huh? We’ll keep everything currently in-game but we need something new, not a variation of the old. • SIVA Frames – similar to the frames of the Last City. Also incorporating Exos and even bulkier frames like Titans. Machinery from their enemies can be taken over (skiffs, shanks, interceptors, spider tanks etc.) • Spawn – Undead Clipse and Hive left behind on Kaga-Clipse, mutated over millennia due to the poisonous atmosphere on the moon. Appearing more reptilian in nature, growing to enormous sizes. Crones can revive the recently deceased, so must be targeted first for a successful attack. Will attack anything, even other Spawn unless they detect another species around. • Amarok – a race of bipedal humanoids that thrive in sub-zero temperatures through the galaxy. Cannot reach Earth due to its proximity with the sun, but the caps of Mars could be conquered if they were to be so brave. They have ice dragons and giants in their ranks, but share these lands with Wendigo, creatures that hunt all things Light. • Fables – Creatures that roam the lands of the game, very rare to encounter and extremely difficult to defeat. Creatures such as the Wendigo will sporadically appear in patrol zones and will only be around for a short time. Obviously, there is what resides on the tetrahedron ships too. Enemy shields will need to be tuned to match with this system. • Enemy Fallen have primarily Arc shields • Hive and Cabal have primarily Solar shields • Vex have primarily Void shields • Scorn and Taken have various shields • SIVA Frames have primarily SIVA shields • Spawn have primarily Bane shields • Amarok have primarily Frost shields

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  • I want them to provide either/or options for how to earn and complete stuff. Both in complexity and from a PvE/PvP perspective. I don’t ever want a game to feel like work or a chore. I don’t ever want for people to have to begrudgingly put hours into an activity that they don’t like at all. Or have to do some convoluted activity. I want multiple versions of things and for the challenge level dictate the amount of rewards. Many people are fine with getting less rewards for the sake of the activity being what they think is fun as opposed to arduous. I want them to open the game up and rely more on the idea of a “shared world” and make larger public areas with more to do as opposed to sending everyone off into closed fireteam activities.

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  • Classes Along with the new Races to choose form, they are accompanied by another 3 class variations, which in turn have their own subclasses to choose form to suit your wants and needs within the universe. • Titan – Tank, take more damage but move slower (NO SKATING ALLOWED). Resilient. • Hunter – Scout class, agile, in and out of combat before you know what’s happened. Movement. • Warlock – All-rounder, can offer support but also do damage. Magical. • Rogue – Uses elements of both light and dark to build your skill tree. Decoys can be sent into the field to lure out prey or confuse attackers. • Nightingale – Healer class, grenades and melee to enemies de-buff them for a short time, allies buffed for a short time. • Versifier – Based on the Bard class from other RPG’s. Killer sounds, even killier kills. Another support class. Armour cannot be infused with that of another Class. Questline weapons cannot be used on characters who have yet to complete that questline in their save. Subclasses Now, introducing this many changes to the game will open many doors, but will also close a few in the process. Instead of having the current Subclass system (3 tiers of an element, 2 of which are very similar to each other), I would go back to the Destiny 1 Subclass tree where you can customise the Subclass to your liking out of the available options. Each Race has the ability to accept all forms of Class and Subclass, opening the door for many experimental group builds and set ups for different encounters within PVE & PVP. Some animations for supers appear different depending on the chosen race. Examples below:- All Arkborn subclasses have a hint of Arc within them (red lightning within the SIVA etc), Eliksni SIVA Hunters will have 4 tendrils instead of two, doing no more damage but makes more sense to the eye.

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