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Destiny 2

Destiny 2 について話し合おう
4/5/2020 6:37:33 PM
1

Destiny's rushed and frustrating design is making me want to quit

I'm not going to flower this up so let's get to my gripes already. [b]Season of the worthy's frustratingly awful PvE content[/b]: Let's start with the seasonal "things to do". The logical first place to start is bunkers. [b]Bunkers[/b]: Each one seems to be a copy/paste of the same location. The only real differences are the bosses, the enemies and the god awful obstacles. These aren't rewarding. The only reason to do them is to reconnect Rasputin and even then, once you get the burning cells/wrath combo, there is no reason to ever use any of his items. [b]Lost sectors[/b]: Do you remember lost sectors? Me neither. They haven't been relevant since year one. In season of the worthy bungie had the wonderful idea to give them a new lick of paint. Only issue is that nothing was added except champions and a chest that ends up hurting your progression by opening it. Personally I would've liked if they were expanded. New routes, new rewards but no. Again, there is literally no reason to do these besides the weekly bounties. [b]Seraph towers[/b]: Finally something somewhat worth doing! Aaaaand it's boring. Do you hate having to farm public events that only take a single minute to complete? Do you hate rewards? Do you love hundreds of invisible enemies halting your progress due to them running away faster than you? Then seraph towers is for you! This event consists of: 1. Stand on plate 2. Throw balls at other balls 3. Move to next plate 4. Repeat Must not be all bad though. Like you said, public events only take a minute! Hahaha... Funny. Seraph towers will take you 7 minutes at best and 10 minutes at worst, And due to it being a patrol event, the likelihood of you failing at the last stage is almost 100% What are the rewards? One seraph item and 4 seraph bits. You know seraph items? You know, the ones that are bad? Yeah. Those. Worst part is that it takes 6 -blam!-ING WEEKS to unlock all 6 seraph items. How many are worth using? -blam!-ing two. The bits aren't helping this events case either. 4 bits isn't worth anything. To fully upgrade a bunker, you will need at minimum about 3000 bits. [b]Bad PvP design[/b]: Now that we've talked about PvE's main draws, time to look at PvP. [b]Iron banner[/b]: Finally I can say something good about the season. The quest wasn't nearly as tedious as any previous season. It felt like you were progressing towards something. On top of this, the rewards are overall good and unique, all of the iron banner armour looks great, the shaders are always nice, and with the introduction of trials, it's a lot less "win at all costs" and much much less sweaty. My only gripe is that our only ritual weapon was a hold over from last season, and it ended up being statistically worse than pretty much every other legendary bow. This didn't stop the weapon from being fun though. [b]Trials[/b]: Aaaaand back to complaining. It's bad. We waited a whole ass years to have trials return in the exact place it was in when it was removed in rise of iron, with the only differences being clear inferiorities. There are no new items. The items on offer are often inferior to other previous items. Many of the cosmetic rewards that were advertised to us as flawless rewards were slyly moved to the cash shop in a sleazy attempt to bait us in to the eververse. There is no reason to go flawless. Rewards are much too low and aren't even guaranteed to be somewhat competitive. The current token system causes the first 3 games of a card to be infinitely more rewarding than going flawless. This caused cheaters, sweats, and people exploiting matchmaking to win would be matched up with people who hadn't played a single game yet. This means that if you are not cheating, the odds are almost insurmountable to even get to 3 wins. Lastly, it's just not fun. The current meta has caused trials to be very much not fun. The meta is: Long range map? Revoked, hard light, sword and hardscope Short range map? Shotgun, hard light, sword, and blind firing [b]Enemy design[/b]: Now to complain about PvE enemy design. This will be an ultra specific critique of the new fallen champions and Thier awful design. [b] Barrier servitors[/b]: This champion isn't too frustrating on its own.m, but when in the vicinity of any enemy, it becomes a nightmare to fight. The real issue though is that they are often paired with multiple overload captains nearby to create forced artificial difficulty. Barrier servitors have the following abilities: Can cause all enemies in a 20m line of sight radius to become invincible. Invincible enemies cannot be: Knocked back, staggered, damaged or affected by price like seasonal champion mods. On top of these benefits, barrier servitors have the ability to: Rapid fire grenades that deal 50-100% of a guardians health per direct hit, shield themselves when down to 2/3 health, become invulnerable while shielded, and finally heal themselves while invulnerable for all damaged dealt. Luckily anti barrier weapons are extremely effective due to them being idle while invulnerable. [b]Overload captains[/b]: An enemy that has a higher base movement speed than you, can regen faster than you can put out damage while playing solo, uses a lord of wolves with tracking and no damage falloff, can teleport an almost unlimited distance without telegraphing their movement, often spawns in packs of multiple overload and barrier champions, can be affected by servitor's invulnerability, can only be defeated by sustained fire from rapid fire primary weapons. This is obviously horrible design and only exists to halt your progress at all costs. The best way to fight these enemies solo is to run past them and wait for them to despawn or fall off a ledge. This isn't fun. [b]Rewards[/b]: This is our final section, it's pretty self explanatory. [b]Rasputin[/b]: Rasputin offers 6 weapons. How many are worth using? Two. All weapons offered by Rasputin are in the least favourable sub-archetypes for their weapon class. Four of them have rolls that are all inferior to previous season's equivalents. The shotgun and machine gun though, do have rolls worth using. Unfortunately each of these weapons only has 3 perks that are even close to competitive. Finally, it takes 5-6 whole weeks to unlock all 6 weapons, which isn't even worth doing. The armour is armour. Not much to say here. The mods are definitely good, but the existence of Wrath of Rasputin and burning cells invalidates any argument for the existence of seraph weapons. [b]Trials[/b]: All of the weapons are either statistical copies of other weapons, like astral horizon, are just copy pasted from mind benders. It even has the same "best roll". Celerity is a good perk, but not worth replacing the 4th slot perks for. It was copy pasted from destiny one, where it was an intrinsic perk on adept weapons, which aren't present in destiny 2, bringing the total weapons down to half of what they were in destiny 1 HoW. The token system allows players to stomp lower skill players, and get away with cheating at the bottom half of the card. Worst part is that ding this is the best way to get loot. [b]Public image[/b]: Our final section. This is about bungie's mistreatment of the community, the game, and our -blam!-ing patience. [b]Bungie[/b]: Bungie has promised so much, and four weeks into the existence of trials and nothing has been fixed. Trials is borderline unplayable due to how unstable the netcode is currently. Almost double the quantity of items introduced in Season 10's gameplay can be found in the eververse. Everything from the game's ugliest shaders, the least popular universal ornaments to date, the worst finishers to date, content cut from trials' flawless reward pool and even teasers for season 11 from day 1 of release. Hooray. Nothing that has been asked from bungie has been done and it seems like they're just using destiny as a way to push people towards the eververse through sheer frustration. Vote with your wallets, Please, For the sake of the game and my sanity -trav

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