First off these are ideas to play around with, discuss and expand on but serve as general ideas and basis. Most are cosmetic and improvement changes and should be non-controversial, except for the taken topic, which is the least important in my view. I believe these changes could improve the QOL for all players and improve the gameplay of the game in general without being TOO resource intensive.
[u][b]Quests and Episode Missions:
[/b][/u]
-Suggest more engaging and purposeful quests, utilizing less explored areas like lost sectors, or parts of old raid/dungeon and exotic quest environments.
-Add depth with varied objectives, like tracking enemies, navigating obstacles and using unique weapons or vehicles.
[u][b]Enemy Spawn Points and De-Spawning:
[/b][/u]
-Suggestion for more varied and strategic spawn points, avoiding predictable enemy appearances [b]especially in onslaught[/b].
examples would be having fallen spawn on buildings or elevated areas and jump down on the player, hive spawn out of sight and in dark areas while cabal are more strategic and organized with their approach.
-Recommend enemies fight until fully eliminated or flee to a de-spawn point after completing an objective, adding realism and challenge to activities.
[u][b]The Taken:
[/b][/u]-Advocate for the removal or reduced use of The Taken, except in raid and campaign contexts, due to their overuse and unsatisfactory gameplay experience.
[u][b]Strike-Specific Loot:
[/b][/u]-Reintroducing strike-specific armor and weapon sets to make Vanguard Ops more interesting and rewarding for all players.
-This could also include strike rotations each week reducing redundancy and allowing players to experience the full array of old and new strikes.
-Replacing underwhelming weapons in the current loot pool with more unique, desirable items.
[u][b]Armor and Customization:
[/b][/u]
-Cosmetic Toggling Options: Enhance player customization with toggleable armor details (e.g. glow effects, coverings, wraps, additional pieces, piece placement and adjustments, material changes), color-flipping shaders, and more customization for weapons like material changes (e.g. leather, metal, wood) or custom emblems and cosmetic attachments.
-Suggest the need for more realistic helmet designs with visible openings for eyesight.
[b][u]Champion enemies:
[/u][/b]
- I’d like to advocate for an overhaul of Champion enemies avoiding generic designs. As their name suggests, Champions should be more imposing and unique, introducing unique enemy designs for each faction and each Champion type would make champions more interesting and greatly enhance the gameplay experience. Here are some suggestions:
[u]Faction-Specific Designs:
[/u]Vex Minotaur Champions: Larger, unique head designs and armor to distinguish them.
Cabal Champions: Additional distinctive and decorated armor with colorations to reflect their imposing nature.
Hive Champions: Additional spikes, coloration or different glowing eye colors to emphasize their menacing presence and abilities.
Scorn: Unstoppable Abominations should have additional armor and perhaps a distinctive reinforced head covering.
Fallen: Larger with more distinctive armor variations and additional gadgetry.
[u]Barrier Visuals:
[/u]Provide each faction's Barrier Champions with unique visual effects. For instance:
Cabal: metal shield shell similar to their drop pod or a variation of the Phalanx Shield that surrounds the Champion
Hive: Classic Hive Green fire barriers or a variation of the hive shield the Knights hold up that surrounds them.
Fallen: Traditional fallen blue energy shield barriers or a deployable shield surrounding the champion, similar to the Cabal Phalanx shield but with a unique design.
[u]Destructive[/u]: Design barrier shields to shed or explode off pieces when hit by barrier rounds, providing a more realistic and satisfying gameplay experience, enhancing fights with barrier champions.
[u]Thematic Consistency:
[/u]Ensure Champions reflect their faction’s identity, avoiding generic use and designs. For example, an Unstoppable Cabal Champion should not appear in the middle of a Vex incursion.
These changes would make Champions more imposing and unique while preserving their faction’s distinctiveness.
[u][b]Appreciation[/b][/u]:
We should all acknowledge the game's improvements, from exotic class items, weapon crafting, build crafting, fireteam finder, dungeons, raids, plus the new last city space and onslaught additions this episode are great! While we come on here to mostly critique or complain we should commend all of what Bungie has gotten right! I've been a bungie supporter since halo 1 as well as the beginning of destiny. I hope Bungie not only sees this but considers these changes and continue to enhance this great game because the foundation you've set is amazing and there is so much potential!
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