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Destiny 2

Discuss all things Destiny 2.
Edited by IcyHorizons: 4/21/2025 6:30:33 PM
2

This is how to actually FIX Destiny 2.

Upon watching Aztecross's video on Saltagreppo's ideas of how to "fix" Destiny 2, SOME ideas that Salta says are reasonable. HOWEVER, a lot of those ideas are also NOT how the playerbase feels, nor wants. The improvements I would make, that would somewhat appeal to most players are as follows. Changing Subclasses to be more usable, rather than focusing on one playstyle. Strand has quickly become that subclass that is more times than not, a jack of all trades, but master of none. To fix this, Strand NEEDS more mechanics relating to subclass verbs, rather than focusing all efforts on creating Tangles. (Strands Unraveling projectiles still create Tangles, and Sever doesn't do anything outside of reducing enemy damage.) Tangles are EASILY the WORST mechanic in Destiny as you yourself have 0 control over the Tangles YOU generate, causing you to pray that either your teammates don't pick up your Tangle, or an enemy doesn't blow it up with some explosion or melee. Solar on Hunter feels awful to use in higher content, making the go to for heavier units, Celestial Nighthawk Golden Guns, as this is the highest burst damage option available to them outside of their weaponry. To fix this, Hunters need more ways to utilize the subclass verbs to cause mayhem and do more burst damage. I'm not saying that they should be able to out damage Nighthawk Golden Gun, but they should be able to do significant damage. (Blade Barrage is a niche' burst option and its self damage can be extremely off-putting, making players not want to use it. Changing the self damage aspect of Blade Barrage COULD make it better to use) For all 3 Void Subclasses, the main focus is survivability as most fragments support a very passive aggressive playstyle. There's nothing inherently wrong with this, however, the gameplay loop of Void can be tedious and unfulfilling. To fix this, allow Void to dip into the power fantasy of being a destroyer of everything. (Yes, I'm aware that Volatile exists, and that basically supports the idea that Void can do more than just stay alive.) All 3 Stasis Subclasses are extremely underwhelming and offer nothing in terms of functionality. The problem, is that for the most part, Stasis relies too heavily on Stasis Shards to reliably function in any capacity. To fix this, remove Stasis Shards and make it so that shattering enemies will return SOME ability energy based off how many enemies were defeated by shatter damage. The return amount doesn't need to be super insane, but just enough to be even remotely noticeable. Weapons: For the most part, weapons feel pretty okay in the sandbox, however there are a lot of archetypes that just do not feel good to use. These archetypes include: Precision Frame Auto Rifles, Rapid Fire Auto Rifles, Rapid Fire Sniper Rifles, All Glaives, (and yes, I do mean ALL glaives. They require you to shoot it in order to gain the shield and basically act like a bigger sword.) Aggressive Frame Swords, Rapid Fire Machine Guns, and in my opinion, Rapid Fire Pulse Rifles. Enemy Tuning: Its not a surprise that a majority of enemies have been overtuned in order to mitigate them from being outright annihilated by abilities, HOWEVER, the issue is that with the amount of health some enemies have, they become bullet sponges due to how much ammo you have to spend witling them down just enough to use a finisher, or a Super for team generation of orbs, that it just feels horrible to play against. Not to mention, these enemies also do a major amount of damage for seemingly no reason. For example, I can be a 100 resilience stat Titan with damage resistance mods equipped, and still be absolutely annihilated by said enemy because of how much damage I am taking. (This issue is due to the fact that damage taken is tied to the games framerate. This was discovered during Day 1 contest Root of Nightmares, where Nezarec's Tormentor Void cleave attack, and ground pound attack, would do more damage than intended when the games frame rate was at a value higher than 60 FPS. This issue still persists years later.)

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  • enemy tuning is the only non problem for the game ( outside the fps bug)

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  • Edited by CORPERATE COMMANDER: 4/21/2025 8:19:11 PM
    Anything salta says isn't viable he begged bungie to make the game harder to cater to him then nerfed his own playtime as a whole, saying the game wasn't rewarding enough or even worth doing endgame solo without crutching on the meta The game literally had more players before they had there say with enemies 2.0 and the difficulty increases that reduced the playercount to where it is now

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