I like the idea of champions. They add a new dynamic to nightfall strikes. My problem is that they are very buggy and annoying. I understand that champions shouldn't be easy to kill, but they shouldn't be extremely buggy either. One example of this buggyness is unstoppable champions and stasis. When an unstoppable is staggered then frozen, it will no longer be staggered. Another unstoppable champion bug is that it will just slide towards you while being in the staggered position, when it isn't staggered. This is more funny than annoying, but this is not meant to happen. Overload champions can be buggy as well. My biggest problem with overloads is the almost instant full health regen while not stunned. I should not be punished for taking cover in order to stay alive because these things regen all health within seconds. My next issue with the champion mechanic is that I'm locked to certain weapons for an entire season. I should be able to use any weapon that has had a champion-stunning mod in a previous season against the champion that the mod allowed it to stun. If I want to run anti-barrier sniper, I should be able to, even after this season ends. Certain exotic weapons need reworks in order to be useful in nightfalls. One example is arbalest. The whole point of this exotic is to break shields, and it isn't anti-barrier? This makes no sense at all. These are my thoughts on champions inside of Destiny 2. Let me know what you think.
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5 通の返信
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I have all the armour pieces for all 3 guardians however I find the inconsistency of how they react more annoying. You run a legendary lost sector and that f'ing champion will not stun. Run it again and the same champion will almost drop dead just looking at him (not quite but you know what I mean).
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BraddyBoにより編集済み: 4/7/2021 10:17:04 PMOnly problem i see is the forced loadouts from changing the weapons that champion mods are available on every season. Oh and the cost for the mods like the sword/sniper mods costing 6 points each meaning its impossible to run both.
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1 返信[quote]My next issue with the champion mechanic is that I'm locked to certain weapons for an entire season. I should be able to use any weapon that has had a champion-stunning mod in a previous season against the champion that the mod allowed it to stun.[/quote] ☝This is my biggest gripe about it. Choice! That's very important to me when playing a game with RPG elements. I play to immerse and experience the game freely. I don't want a Nanny holding my hands telling me things I can do and cannot do in a videogame that's supposed to be meant for playing! It's like your own mother is watching you and all she wants you to do is watch Sesame Street. With STASIS in the game. I'm starting to feel like Disney with Frozen! 😂😂😂 Nanny Game! 😂😂😂 Logic! 💩!
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7 通の返信Maybe it just you or different console people but I haven’t experienced any sort of buggy champions. They teleport a couple of times but not as many that I see it was a problem
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13 通の返信
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6 通の返信
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2 通の返信I don’t agree. I think they were a very poor addition to the game, especially needing curated loadouts to even interact with them (mostly dual primaries, ie let’s keep that awful idea from yr 1 still alive). They don’t add anything to the game re difficulty.
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3 通の返信Champions were just another bs way to slow down player progress and a stand in for everything being a bullet sponge. This game us such a joke now, everything is just ground up old content in variations of horde mode.
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5 通の返信The only champions that were poorly executed were Overloads. The real issues is Bungie is using the champion mechanic, and the mods as a way to dictate the meta in end-game content. But making you pay a penalty if you try to play with anything else. Its an underhanded way of curating loadouts, and people are starting to chatch on...and are getting tired of it.
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As mentioned below in the thread, the micro-management by Bungie dictating what weapons can use what mods is growing old, real fast. The old Bungie made games that “players want to play”. This iteration has decided to develop the game to be played “the way Bungie wants it played” Not a fan of that Game Direction.
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1 返信Champion’s tethering range is way too far, and should not be possible “through walls”. The Champion Servitors are ridiculous.
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BoomerSooner51により編集済み: 4/7/2021 4:20:39 AM[quote] _______ was/were a great addition to the game, but the addition was executed badly. [/quote] Fill in the blank, and this could be said about so many things over the lifecycle of this franchise.
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They were a terrible idea. Being nothing more than a heavy restriction in our choice of loadouts, a bane for solo playing, and another weak justification for the Artifact. But the worst aspect beyond even that is their ubiquity. They are in EVERYTHING. Any new PvE activity has them featured, and featured heavily. Just like Crucible has entirely devolved into a Shotgun and Handcannon game, PvE has largely, with very few exceptions, devolved into space-magic battles against the Chumpions. It's just become dull, the same and ludicrously predictable.
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TJ_Dotにより編集済み: 4/6/2021 8:54:02 PMIt's like they were going for something akin to the [url=https://warframe.fandom.com/wiki/Eximus]Eximus Units of Warframe[/url], but then decided to take them wayyy too seriously and flip the idea of them being resistant to one thing to everything but one thing, curbing loadout choice and being incredibly annoying (as the Eximus ultimately are) when tried to be labeled as "challenging". They gotta cut the immunity to everything crap and do something about these mods. The mere idea of them was so dumb to me in Shadowkeep that I just avoided the activities with them outright.
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OK so what if and this is a what if idea. That the mods for anti-barriet, unstoppable, and overload mods only goes in a special slot on weapons and only these type of mods. But weapon that you link it to set it for that weapon type so it all falls down to the player for what weapon can use the mods...
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I disagree, I think Champions have been implemented well. The only exception is SOME Overload Champions, not all. Champions have very repeatable movement and mechanics and are able to be taken down when you handle them properly. Some Overloads are straight up busted (looking at you Concealed Void Captain) and those should be fixed. If there were zero champions in Grandmaster Nightfalls for example, they would be a cake walk. I like that they add a bit of a challenge that requires some team coordination.