GMs, Master raids master dungeons it's not hard it's just a bunch of boring pinnacle and XP farming for artifact level.
To do activities that are "the hardest" but it's not it's more champions and it's getting very annoying, more champions in rotation does not equate to more difficult, it's just insanely tedious and annoying after a while.
Then some GMs have health gated champion spawns so if you do end up nuking you'll miss out on 1-2 champions, it's just bad design IMO and I really think we need to stray away champions and more Light bearers but holy -blam!- can we tune down the sentinel shield throw It has OG truth tracking and I hate it.
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#destiny2
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1 返信My problem with Champions is that they are devastating to the unprepared, yet once you are prepared feel like an annoying tedious routine chore. Also you're forced into specific weapons you may not want to use, just to deal with them. You waste one or two mod slots on your armor, just to deal with them. Light Bearers were like a breath of fresh air!
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3 通の返信hate n payneにより編集済み: 4/7/2022 11:42:34 PMAgreed. This system is simply limiting to avoid using any and all enemies as a difficulty. I mean the Hive Lightbearer are vastly better than the current system for Champions. Force to avoid diversity in your loadouts??? check Stuck with them for 3-6 months??? Check It is repetitive and uninspiring in the difficulty department. It could be much better if players werent tied to a specific loadout each season. It is literally another hidden variation of locked loadouts except that it is specific based to whatever the Champion mods are. Then you add on the fact you need to entertain a offline LFG system to further progress due to lack of in game matchmaking system between 2 social spaces. What can we say though?? We got Gambit and PVP private match concepts that arent getting utilized by all players. This game could flourish so magnificently if Bungie would simply listen to or use logic and common sense.
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DarkMoonWolf666により編集済み: 4/10/2022 12:24:08 AMJust saying that the TC will DM you if you disagree with them throwing insult because he add stuff in his head as argument against others and we need to know what he's thinking 😂 Pretty sure he just blocked me after he failed at harassing me in my DM and failed to make any point 😂
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1 返信Champions only exists to limit your loadout options. Legendary campaign was one of the best experiences since there weren't any Champions present.
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LikwiD_SmOkE22により編集済み: 4/9/2022 10:03:18 AMOverloads are the worst in master lost sectors grandmasters & master raids. They don't stun properly & regen health way too fast. Only time they weren't a huge nuisance was when we had overload bow & disrupting blade. Overload void grenades have been clutch for me running master last sectors along with using osteo striga. Unfortunately it forces me to use the same loadout. Of course I could just use funnelweb or gnawing hunger but they aren't consistent like osteo/void nades
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8 通の返信
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l Xemnasにより編集済み: 4/8/2022 3:34:35 PMUnstoppable i genuinely don't mind.(they don't heal just because you stopped to deal with the adds that were shooting at you after you stunned them) Barrier champs are a little annoying sometimes since they can still shoot at you when barrier is up, but still manageable. Overload can go -blam!- themselves. If bungie were to actually stop and take a look at overload rounds, and make them actually work overloads wouldn't be a problem. In the current state, every weapon, except bows had to continuously deal damage to the champ before the overload shot kicks in. This makes it difficult on a sporadically teleporting target. Even then, once they recover from the stun the IMMEDIATELY begin healing un less you can charge another overload shot by shooting them as they once again teleport. If all overload weapons worked like Divinity a stun on shot, i think people wouldn't hate overload anywhere near as much as they do now.
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If they're going to stay adamant about keeping champions then they should be changed actually be fun and engaging. Personally, I'd at least remove the mandatory requirement for champion mods (they can remain as a way to better combat them similar to how raid mods currently work) and adjust the champions themselves accordingly, as the mods actually end up hurting loadout customization more than if they let people use whatever loadout they wanted. An example of this would be letting any weapon destroy a Barrier champ's barrier, but only AB mods cause a stun and stop his health regen while he's shielded. Another example would be Overloads having their abilities and regen slower at (near) full health, but gets faster/more frequent as their health gets lower (or the reverse, whichever would be less obnoxious). By changing the mods from mandatory to optional, and changing existing champions to accommodate, they then open up a door to potentially creating new interesting champion types that aren't just DPS checks, and can also encourage different loadout usage depending on how they're implemented. Hive Lightbearers are a great example of this idea because of their Light mechanics.
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17 通の返信That's why they are there, blockers to halt your progress. Cause if people could finish off content to fast bungie would have to work for a change. And we certainly could not have that now could we?
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10 通の返信I like champions but I hate when the champion mods are restricted to kinetic weapon types only
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2 通の返信More champions is definitely more difficult than fewer champions. I'm sorry but it just is. It might not be the kind of difficulty you enjoy or want, but it definitely is more difficult.
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They need to just rotate what weapons are for what champions each season as a default weapon mechanic and get them off of our armor. I can deal with using a weapon i don't like, but having to give up mod slots for the privilege is a step too far.
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20 通の返信
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2 通の返信Gms are honestly not fun... They are anti destiny to me go slow and stay at range and play your life. Destiny is fast and action packed agile not slow Snooze...... Destiny is more and more becoming the division,smh. Why. There's a reason why people stopped playing the division.
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19 通の返信I don't like to touch GMs anyways. The difficulty scaling is awful with it just being "enemy have bigger health, pin point aim, and almost devastating damage". That to me just isn't a challenge. At least make them have different moves or adaptability. Champions will forever suck. I knew from the start how they would ruin the game and it's been spot on with everything. They limit what you can bring to almost all endgame activities, health regen is a BS mechanic, Overload on Autos and Subs having to have a prefire effect is just stupid with all these teleport spamming Captains and seeking missile Hobgoblin. They're awful. I'd rather have more interesting enemies like the Light bearers running around than this -blam!-.
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Olórinにより編集済み: 4/8/2022 2:20:17 AMI dont mind champions to an extent but i found Bungies lack of confidence in their latest 'new' enemy a bit disappointing. They can have tons of champions in the older Strikes, fine, thats okay with me. But they could've just made Hive Lightbearers the latest Miniboss encounters for Hive related GM Strikes. Beef up what they already had instead of just popping more wood (Lightbearers) on and already exhausted flame (Champions). As a result, Lightblade is one of the most annoying boss fights I've experienced so far.
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9 通の返信So if enemies are not harder to kill and there are no champions, how do you make GMs harder? I mean, it’s called grand master for a reason.
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21 通の返信
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I don't mind dealing with champions, but I wish they'd only utilize one type during a lost sector or GM. Having two different types of champions forces you to use two different primary weapons that are 'anti champion' weapons. Can't use your best and/or favorite guns, you have to jump through the developer hoops. Having one type of champion would only use one weapon slot and allow much better loadout choice.