Well currently poses a problem in PvE content because it grants players inside of it high DR and healing. This makes you essentially immortal to all but the highest damage sources in the highest difficulty content. Well combined with the constantly recycled encounter design has promoted a boring and stale playstyle for years. Trigger damage phase, pop well and shoot at boss while remaining stationary. The closest we have come to getting a different kind of fight is Rhulk, where his attack patterns would appear on the ground as you fought him, prompting movement during the fight. Even still, well was used heavily during that encounter.
The solution?
First is to the game design. More bosses need to have attacks like Rhulk. Indicators of where their attacks are going to land should be displayed on the ground in the area that they’re going to attack. We have almost nothing outside of stationary fights in the game. And when you can essentially ignore the bosses attacks as you out heal them, almost every boss ends up feeling the same.
Second, Well needs a complete rework. Standing still in a circle that protects you and buffs your damage promotes the stale and stationary gameplay. Well should be reworked to be like boots of the assembler, where orbs are shot out of the sword that grant players radiant and restoration 2x. The range would be significantly wider than that of the current well, providing the same damage buff %, but reduced survivability buffs to compensate for the allowed movement. Now well would still likely be the go to super for most if not all content, but at least you wouldn’t be playing the highest difficulty content while standing still and ignoring every enemy attack as you mindlessly shoot your gun.
The two changes in conjunction would fix the current problem of encounter design promoting stale and repetitive gameplay. It keeps well viable while removing the problematic parts of the super. It still would provide the same damage buff and anti barrier rounds, while healing you continuously.
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#destiny2
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4 답변With you on needing more Rhulk-like encounters, but Well needs a nerf, not a rework to make it better. (I do think what you've described is a buff to well, all things considered.)
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28 답변Your suggestions would also nerf bubble how would you work around that. What changes would you make to bubble.
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[quote]Second, Well needs a complete rework. Standing still in a circle that protects you and buffs your damage promotes the stale and stationary gameplay. Well should be reworked to be like boots of the assembler, where orbs are shot out of the sword that grant players radiant and restoration 2x. The range would be significantly wider than that of the current well, providing the same damage buff %, but reduced survivability buffs to compensate for the allowed movement. Now well would still likely be the go to super for most if not all content, but at least you wouldn’t be playing the highest difficulty content while standing still and ignoring every enemy attack as you mindlessly shoot your gun. [/quote] I can see Bungie doing something like that if they want Well to work like a healing, invisible bubble
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11 답변I agree with all of this. I'd start by removing Well & the crit bubble on Div. Then party size specific loot and matchmaking changes for endgame like many other MMOs. Raids, 4,6,8 or 6,8,10. Dungeons 2,3,4.... GMs 2,3,4. Then more developed and nuanced encounter design in tandem with UI customization so players can prioritize the vital information in whatever activity they're doing.
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40 답변I would have to say yes on the encounter rework, but no on the Well change. The problem with Well is that everyone feels it is required because of how poorly Bungie has been designing their encounters. If they built it with Well in mind, but just as a side part, they could make encounters be built to where any subclass/super could be viable. Well could make things go by faster, but that is if players want it to. If they don't want to run well, they don't have to. Instead of nerfing Well or changing it, just make it a not so required focus and instead a choice focus. I remember seeing Salt come up with a change for Div because he didn't like it because it made bosses trivial. Instead of ruining the gun for everyone just because he wanted a change, he could have just not used it. Well, in the current state of the game, does not feel like you just can't use it because enemies obliterate us in a few seconds while our weapons deal damage equal to a toothpick against Godzilla.
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15 답변작성자: wes238 2/13/2024 8:34:11 PM[quote]Well currently poses a problem in PvE content because it grants players inside of it high DR and healing. This makes you essentially immortal to all but the highest damage sources in the highest difficulty content.[quote] It's only a problem to people who use this video game to give their life meaning or think this game is the world championships of mid. Yes, the encounters being designed to "kill bad guy before enrage with these water guns" is awful too, but at least things like Well can help to not waste everyone's time. Well should be buffed to double weapon damage and longer damage reduction, for people who like to play normal. While we're on the topic of "things to help not waste everyone's time", buff Divinity back to 35%, then give a catalyst with 4th Times and Focused Fury. Double the reserves. Thanks. [spoiler]Buff LMGs too.[/spoiler]
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27 답변[quote]Well currently poses a problem in PvE content because it grants players inside of it high DR and healing. This makes you essentially immortal to all but the highest damage sources in the highest difficulty content. Well combined with the constantly recycled encounter design has promoted a boring and stale playstyle for years. Trigger damage phase, pop well and shoot at boss while remaining stationary. The closest we have come to getting a different kind of fight is Rhulk, where his attack patterns would appear on the ground as you fought him, prompting movement during the fight. Even still, well was used heavily during that encounter. The solution? First is to the game design. More bosses need to have attacks like Rhulk. Indicators of where their attacks are going to land should be displayed on the ground in the area that they’re going to attack. We have almost nothing outside of stationary fights in the game. And when you can essentially ignore the bosses attacks as you out heal them, almost every boss ends up feeling the same. Second, Well needs a complete rework. Standing still in a circle that protects you and buffs your damage promotes the stale and stationary gameplay. Well should be reworked to be like boots of the assembler, where orbs are shot out of the sword that grant players radiant and restoration 2x. The range would be significantly wider than that of the current well, providing the same damage buff %, but reduced survivability buffs to compensate for the allowed movement. Now well would still likely be the go to super for most if not all content, but at least you wouldn’t be playing the highest difficulty content while standing still and ignoring every enemy attack as you mindlessly shoot your gun. The two changes in conjunction would fix the current problem of encounter design promoting stale and repetitive gameplay. It keeps well viable while removing the problematic parts of the super. It still would provide the same damage buff and anti barrier rounds, while healing you continuously.[/quote] Dunno why you are saying this the last couple raid bosses (Rhulk,Nez,Crota) have all had ways to break a well of radiance Literally just give bosses the ability to break wells why rework them lol
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1 답변I want to have a design discussion, because you seem like you have a good grasp on balance and want to hear what you think of some of mine.