Please post rational responses, as many people (including myself) don't understand why this was needed.
Simply put, new features usually address a known problem, or shortcoming, of a game's current design. What problem does locked loadouts solve? If you like to use the same loadout, what stopped you from just doing that in Destiny 1?
I can't help but think the fundamental design of the weapons, enemies, or both will have to change to address this. If every weapon has to work in every situation, how does this not mean everything has to be more generic?
Would a situational weapon like Touch of Malice even exist in Destiny 2? That's definitely not something you would want to carry all of a HM raid just to use once.
[spoiler]Moderator edit: This thread has been updated with tags that are more appropriate.
Feel free to private message the moderator who moved your post, link to topic, for further clarification about why this topic was moved.[/spoiler]
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#destiny2
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Wait until the game is out
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1 ReplyAdding difficulty to the game without: 1. Making enemies into bullet sponges. 2. Allowing enemies to spam their weapons continuously. 3. Giving enemies damage modifiers that allow them to ridiculous amounts of damage. IOW, its a more "organic" way of making the content more difficult by limiting your options tactically, and forcing you to work in a more coordinated fashion with your teammates. The issue isnt' having to have every weapon work in every situation. Its about working TOGETHER with your fireteam so that you carve out defined roles.....and AMONG YOU, every situation gets covered.
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1 ReplyThe only "challenge" it gives is on how fast you can go to orbit and restart ..
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3 RepliesIt solves the problem of not enough interesting difficulty modifiers for heroic modes. Trickle and Juggler would be awful based on the changes for D2. Match Game will be a great modifier for nightfalls. Match Game + Locked Loadout and maybe nightfalls will be interesting again.
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4 RepliesIt adds a "challenge" More of an anoince than a challenge but still a challenge
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3 RepliesEdited by NikonFiend: 8/24/2017 11:39:03 PMIf I had to point to a "problem" it solves, I would say the problem of the Nightfall not really feeling like endgame content. Nightfalls became very easy in D1 after you had beaten everything else. Once you had all the guns in the game you could breeze through most nightfalls by running certain advantageous loadouts. Just as an example, Sepiks. For the first area everyone would run a shotgun of the appropriate element, breeze through, and then switch to snipers for the spider tank. The new locked loadouts combined with the new time limit for completion gives the nightfall new dimension that feels more worthy of endgame content.
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2 RepliesIt chances weapons from being over used. Look at year 1 for example. Nightfall with arc burn? Fatebringer. Solar burn? Icebreaker or blackhammer with Ghorn and so on. This could take players out of there confort zone because they are forced to use weapons they normally would not use. I see that as a challenge and i am happy with the change.
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Other than raids what's to stop you from individually leaving at the boss and then switching your load out and coming back in wait the 30 seconds and revive. This is a total waste of time we will all just work around it.
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2 RepliesNone, it'll turn things more tedious. E.g. lets say that start of a strike you'd prefer a shotty for yellow bars, and in the end a sniper for the boss (getting close is stupid)[spoiler]nerf fusion rifles[/spoiler] locked loadouts = scout, hc, fusion rifle for everything.
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I think they want nightfalls to require more teamwork, you'll have fireteams with different people running different elements for the shields you'll have to discuss before going into the strike what roles each person will play, it's not necessarily fixing a problem that players have but how bungie wants us to play the game.
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Trials of the nine
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As stated below: it's not about solving anything. It a new modifier.
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Fun fact. There is a very high probability that [b]Locked Loudout[/b] (say I'm about 95% certain) will be the Modifier for the 1st Nightfall.
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Locked loadouts is to make every member of a fireteam take a forced role, for instance, a warlock deemed as a "medic" for their rifts might take a sniper as their heavy and scout rifles for their primary and secondary as to be able to attack further back, only to move forward to provide healing or to revive.
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8 RepliesEdited by Operator: 8/24/2017 12:12:31 PMDoesn't solve anything. Except making players think they have more PvE content. Just like their longer strikes and having to primary a boss,, it's called timegating. Lazy.
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2 RepliesChallenge and team building. Encourages communication with kill team. Your not just building yourself, you're building a tram in these runs
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2 RepliesWhy would that mean every weapon has to work in every situation?
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1 ReplyEdited by PomOnline: 8/24/2017 2:48:45 PMAmmo drops should have one bullet in them, now that's a challenge. Or have a random amount of bullets in a mag blank, another challenge. Or maybe implement a gun jamming mechanic, also an added challenge. Problem is, just like removing the old load out and giving us two primary's, there all -blam!-ing annoying and fun sucking.
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I know the answer: [spoiler]Locked Loadouts give scrubs something to cry about until launch.[/spoiler]
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3 RepliesTo me it says that Strikes or Nightfalls wont be Random Enemies anymore. Example , Strike one will always be Vex, 2 always Cabal and so on. They are not going to make a locked loadout strike where you know its Vex, Prep with Void Weapons, then you load in and its Cabal. So what was done in variety of strike enemies is going away.
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They already backed off doing it for the raid probably because the realized they can't actually enforce it. You can be fairly sure once they see how it actually plays in the real playerbase it'll be gone for nightfalls and "other endgame activities" too.
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1 ReplyHow dense are some people?
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It's a modifier? I can't remember hearing anywhere that it was just always there. Anyone else agree? I could have sworn it was like a nightfall modifier
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3 RepliesLmao d1 forum wasn't enough for you lol.
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Challenge, forces you to think through your build to make sure you are covered for every instance. I dont think its necessary, and is very limiting. But on the other hand i barely ever adjust my subclass builds, so i wont effect me one bit.
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It's not to address a problem. It's merely put in as a "challenging" game mechanic.