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Destiny 2

Destiny 2 について話し合おう
Wesにより編集済み: 9/1/2020 3:03:18 AM
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Wes
Wes

My Take on Grandmaster Nightfalls

So to start off, I think the idea of grandmasters is really good. I think the guaranteed masterwork materials is also a very good idea. I now have 20 ascendant shards and 100 enhancement prisms between my character and postmaster. However, I think there are a few issues with the game's interpretation of "difficultly" and creating an environment where build crafting would be the way to success, as we were told in this TWAB: https://www.bungie.net/en/Explore/Detail/News/48930 So two points here: 1. Bungie's idea of difficulty is to crank up enemy health, crank up their damage, reduce our damage in a post precision damage sandbox, and then add on a buuch of modifiers. So now we're in an environment where it takes 4 hand cannon precison shots to kill a red bar, and yet a red bar hobgoblin with almost perfect accuracy can one shot us if we are technically airborne on stairs due to a modifier. That's not fun or hard. That's just annoying. That's just a bunch of bullet sponges and high damage. To me, that's completely artificial. It encourages everyone to just sit back and team fire, rather than let their build shine, which leads me to my next point. 2. Build crafting is not the way to success in grandmasters. In fact, they're currently designed in a way to limit builds. Because of everything in the first point, the safest and most effective tactic is [i]always[/i] sit back and team fire. That's it. And all the really flushed out builds with warmind cells or charged with light require kills to keep them going, sometimes rapid kills. While this isn't impossible, the only builds from those options you can safely use are the ones that work while you're sitting back and team firing. You will likely get one shot before you kill a second red bar if you try a close quarters build. The bullet sponge factor of all the adds makes builds like this pretty much worthless in grandmaster. On top of that, exotics weapons and exotic armor can't have any seasonal mods and our anti champion mods are both chosen for us and take a slot on our weapon. I have an infinite charged with light build with my Ikelos SMG with surrounded and a few armor mods. But is it even remotely effective in grandmasters? No. Because I have to get close to adds, get multikills on super bullet sponges, and sacrifice my surrounded spec for an anti champion mod to even justify bringing it in. When I look at what grandmasters should be in my eyes, I like to compare it to Dark Souls. For those of you that have played it, think about the first time you soloed each boss. The boss wasn't a total sponge and it didn't one shot you unless you had like no health. But, it was still difficult. It was difficult because every boss had different fighting styles, openings, damage, combos, etc. To overcome them for the first time you had to be patient, confident, and capable of adapting to a new fight and come up with a tactic to bring it down. And you could do this with [i]any build in the game[/i]. Sorcerer? Done. Black Knight cosplay? Done. All strength? Done. Pyromancy? Done. And all the other hundreds or thousands of combinations the game has to offer. You could use any of them on any boss. So far grandmasters feel like you're directly sabotaging yourself by taking on Darkeater Midir with a wooden club and shield. It's possible, but you'd [i]really[/i] like to bring your claymore instead. Edit: I'm not necessarily asking for "Dark Souls with guns." I just think the difficulty of Dark Souls is much more real and less artificial, and it doesn't limit the player. Good steps for Destiny would be: 1. Making anti champion mods available for all exotic armor and non-heavy weapons; 2. Making an anti-champion mod slot where the mods are free; and 3. Cranking up player damage to address the "bullet sponge" factor all enemies seem to have so more builds reliant on kills are more viable. These three changes would allow many, MANY more builds to be viable in endgame content and perhaps allow strategy and builds to outshine sitting back and team firing.

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  • Nice post. However I think you’re trying to be polite in saying that the [i]idea[/i] is good while execution is bad. (Trust me, some erring on the side of politeness around here is a [i]refreshing[/i] change....) Truth is you actually made a strong case for why Grandmasters are simply bad, and unimaginative, content. 1. Bungie’s idea of “difficulty” is simply to ratchet up the pain until the content is simply [b]punishing[/b] rather than challenging. Challenging content increases the punishment in proportion to the severity of the mistake. Punishing content punishes all deviations from perfection equally. Punishing content is boring/tilting to play. Challenging content is usually enjoyable. 2. This approach to “difficulty” tends to MASH THE CONTENT FLAT. As you astutely notes, the punishing nature of the content doesn’t encourage build diversity. It doesn’t encourage strategic thinking or risk-reward. It restricts the number of viable builds to simply a few, and the number of viable approaches to just a few: Hide. (Cover, Ward of Dawn) Face-tank. (Well of Radiance, Armor of Light, Towering Barricade, Healing Rift) Avoid. (Dodge, Invisibility and Run past.) Fact is that this approach to difficulty destroys the power-fantasy that is at the games foundation and replaces it with the illusion of choice. It makes the same mistakes that The Reckoning made. If forced play into a very narrow, boring and punishing RUT. One that gets very stale, very quickly. The whole approach to GM NFs needs to be taken back to the drawing board and be redesigned from the ground up.

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    • I love the GM’s and find them a lot of fun. Around 80 sherpa runs over the last 5 weeks. Only reason Im still playing the game at this point. Stale to me is d2 raid design. Leaving only Gms and dungeons. And I enjoy them both.

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      • I agree completely. There needs to be several changes to GM nightfalls to improve the experience.

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      • I really hope exotics allow for seasonal mods at some point 🤞

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        • While I agree there’s room for improvements I also have never seen a successful comparable game to dark souls that involved guns. When guns are involved usually only difficulty associated with it is they provide you less ammo or something to limit your potential. Remnant did something kind of like what you are describing, but just the nature of guns allows you to avoid a large amount of danger by staying out of range of boss or being able to use environment in a way that boss can’t hit you ie standing at an angle and crouching such that boss or enemy can’t hit you due to ledge, but you can hit their head or some other body part. I would like to see a successful dark souls with guns, but most of the ones I’ve seen never managed that same feeling since guns almost perfectly allow stuff to be cheesed. Bloodborne was most successful thing with guns involved and let’s be honest those were parrying tools or super limited ammo to make them not very viable. I think the day a solid shooter solves this mechanic issue and basically makes dark souls with guns they will be very successful.

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