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.
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#destiny2
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It was not needed per se but more along the way of simply giving us a new challenge.
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1 ReplyEdited by IMADAJ: 8/23/2017 3:24:34 AMSide effect I see: This just limits the number of weapons out of all possibilities that will actually be used. Add this in with the number of types that are all covered under "heavy weapons" and it only exacerbates the issue of which weapons ever get used. People arn't going to use niche weapons. Instead they will pick the ones that work for a majority of the mission. We have yet to see how it will be implemented. Maybe it will work better than I expect. Maybe not. I hope I'm wrong.
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4 RepliesEdited by DidacticRhetoric: 8/23/2017 3:42:14 AMIt's a stupid idea. Anytime one person in the fire team wants to switch their load out, the entire team will have to go to orbit. I can only imagine how annoying that's going to get with LFGers.
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Edited by WulfPak666: 8/23/2017 3:30:42 AMYear 1 players already ran locked load outs all the time. - Fate Bringer - Black Hammer - Gjallarhorn Good at every single range and boss DPS
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For example in a strike one part might be better for a scout another a hand cannon and for the boss you want dps locked loadouts make you choose before you start and only one setup
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[quote]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.[/quote] It makes the game harder. Which is fine cuz pve is piss easy. Hth
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7 RepliesHand cannon Scout rifle Rocket launcher What's the problem?
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1 ReplyRaid does not have locked load out.
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Edited by Ant Heuser Kush: 8/23/2017 2:40:06 AMIt's more fun than just increasing the health on enemies. Now you have to think about what weapons to for every situation. Yes, it's a way to artificially increase the difficulty, but it might be fun. I've been locking my load out since Y1. Whatever I take into a strike, NF, or the raid, I use for the entire duration.
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Locked loadouts solve the issue of the PvE endgame being too easy. It is one of many ways in which Nightfalls and raids will be made more challenging. For these activities, team composition matters. Weapon variety is important, as is subclass and gear specs. Let's be honest, by the end, every Nightfall could be done with a handful of weapons...and you had your go to loadouts for each section of the raid. Now, you will have to know a head of time who will be doing what, and spec accordingly. Maybe you agree to do a lot of add control, and thus spec with 2 autos and a sword. Basically, instead of opting for boring challenges (such as just giving bosses a shit ton of HPs, or OP OHK attacks), Bungie has made the game hard by making team composition and dynamics matter significantly more. A side effect of this, is that player styles and roles will emerge. Previously LFG posts would read: "400 LL Warlock TOM/BS/Ghorn". Now they will not only list your light and class, but subclass and role: "400 Voidwalker Tank w weapons X,Y and Z".
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Edited by Yayman99: 8/23/2017 12:30:43 AMOkay, you asked the question, so I'll give my [b]THEORETICAL[/b] answer. This system is designed to reinforce the rules set in place with the introduction of a single power weapon. With the introduction of only one extremely powerful weapon instead of two, players will be forced to choose one and adapt to the role that weapon plays in combat. If you have a look at the power weapons, they are all mostly situational. Snipers are useful at very long range, shotguns are useful at very short range, fusion rifles are useful in controlled situations in which you have time to charge shots, grenade launchers are useful for clearing ads, etc. So players are forced to pick combat roles, and specialize in these roles. Imagine a raid in which the two best marksmen in the fire team are designated snipers, the most agile player takes in a shotgun, the player who likes to clear ads takes in a grenade launcher, and one flex player takes in a fusion rifle. Obviously the raid design (assuming this mechanic is in play during the raid) would have to change to accommodate this set of roles. This may allow pve players to focus on what they enjoy to do, and get very good at a particular role, enabling a sense of individuality and mastery. This locked load out system could be in place to make people choose their roles more wisely. Now everyone, put down the pitchforks, everything here is totally theory, and was said in part because I think a system of role would be cool. I do not think this system is necessarily the best way to approach this issue, but it looks like the locked load outs mechanic is gonna be something major. Edit: oh never mind, this mechanic doesn't apply to raids. Well hey, this theory could still apply to Trials...
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5 RepliesEdited by ThyGreatestFlame: 8/23/2017 12:04:27 AM[b]PLEASE NOTE THAT RAIDS WILL NOT BE LOADOUT-LOCKED, AS CONFIRMED BY LUKE SMITH[/b] https://twitter.com/thislukesmith/status/900043097865732096 You're looking at this completely wrong, I think. Just because there are changes, it does not mean that the previous version was broken and there was this necessity to change it. It means there was a new design direction. This is what usually happens when there is a change in leadership, as has happened within Bungie a few times. In the new design, Bungie is introducing a new way to play end game activities. With locked loadouts, it becomes necessary to plan for your activity before you go in with your team. This allows for certain things to happen: -Group planning and strategies; Bungie has always wanted us to play in this way, and locking our loadouts means we may have to discuss our options as a necessity. -Role specialisation. By locking yourself to a particular loadout, you are commiting yourself to a particular playstyle. This means that you need to think about how you will play, and also how your teammates will play around you, and how you will play around them. Hence this also links to group planning beforehand, and paves the way for team plays. I don't think this is a bad idea in the slightest. Well, if you dislike the changes in Destiny 2, know that it is Luke Smith and his management team behind it all. You either get with it, or you don't.
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3 RepliesEdited by ramthesocket: 8/23/2017 2:25:45 AMI feel like it was meant to make the game feel a little more challenging but it may be more of an inconvenience for those who don't have an 'unlocked loadout' EDIT : I'm stupid and didn't read what I just posted SECOND EDIT : it may be annoying if you accidentally go into a raid with the wrong loadout and a good team and have to go to orbit just to change loadout. It is an inconvenience rather than a challenge
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locked load outs are the epitome of artificial difficulty.
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1 ReplyEdited by Star Gazer2: 8/23/2017 3:29:06 PMI just have a feeling that it won't work that well...
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Essentially bungie has bitten off more then they can chew. So to simplify programming and churn out a simple product, instead of introducing something new, they took the easy way out. Don't worry their will be dlc we can pay for, to get legit options already offered in games from 2005. I imagine the topic in their meeting's revolves around 'how do we recreate halo, without using the word halo'
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2 RepliesEven I can see that this does not solve any problems but create more problems by placing more restrictions on the player regardless of the activity. even I can see that this is a bad idea. your weapons should adapt to the situation that you are in not the other way around
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Edited by High Charity: 8/23/2017 2:00:29 AMIncreases artificial difficulty.
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Edited by SgtMac31253: 8/23/2017 1:50:59 AMI don't care one way or another. I'm still gonna kill a ton of sh*t with whatever I have. I believe in my skill, strategic thinking, and after playing this game for 3 years, the ability to pick up any weapon and be effective. I can understand if someone is comfortable using one style of weapon. I particularly don't care for hand cannons. I was never really good with them but I can be effective enough to deal with it. I don't really think of it as "artificially increased" difficulty. It's forcing you out of your comfort zone.... slightly. I would rather be forced to think things through a bit more and play strategically rather than having them turn every enemy into yellow bar bullet sponges. To me it's a lazy approach to making something more difficult. Adding health an shielding to enemies and then handing me things like Gally or sleeper doesn't take much thought to figure out I'm just gonna burn them down. Whichever way it turns out, it is what it is. I like the locked loadouts approach, but they need to NOT get carried away with it. Very small doses. What does it solve? It creates a level of difficulty without it be lazily done.
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I don't think it solves a problem so much as it eliminates some of the most awesome raids have. What I mean is, you won't be able to have gallerhorn for Templar and the whatchamadigit (heavy fusion) for the last boss because those are the optimal loads for those bosses. Meaning you either have an easier fight for boss one and harder for boss 2, the reverse of that, or take something that works for both but not as well as the two separate ones.
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7 RepliesTo take away even more of your options as a player and create more artificial difficulty.
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3 RepliesHardmode raid will have locked loadout.
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2 RepliesLuke Smith is the epitome of the Peter Principle. Destiny was good when he didn't have the power to leech all the fun out of it. Way back when, there were plenty of forum posts about how this game was going to kill Destiny or how that games was going to kill Destiny but I truly think that the largest threat to the Destiny franchise's longevity now is the promotion of Luke Smith above the level of his ability. Bungie really needs to put someone more competent at the helm. Someone whose game design handbook contains more than a single chapter entitled "Make it grindier". Just saying. /rant
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Oh but no revives on hard mode that was fun....
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3 RepliesNobody can cry about getting killed by a god roll weapon. They have to just accept they aren't good.
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Edited by AlterdCarbon: 8/23/2017 12:55:02 AMIf they implement this in PVP no more fighting someone and they have a better weapon like a sniper (ice breaker) but they loaded with a shotgun but you merc them up close. So they can't change and have to actually be good all around.