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《天命2》

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由FatherDibbs編輯: 8/9/2025 6:50:28 AM
1

Feedback: Volatile Shields

Hi Team, My interpretation of the intention of the Volatile Shields modifier is that it creates an interesting "semi-downed player" experience, where I can crawl back to my teammates if I am downed or there is a sense of urgency for active teammates to heroically head into danger to rescue a teammate in the semi-downed state (instead of waiting until all danger has passed to safely revive them). That's appealing in princinple, however, I believe it currently creates an undesirable loss of a key gameplay signal. Most of the time, when I'm playing Destiny, I'm not actively looking at my healthbar. Rather, I use the shield break/critical damage indicator as the cue for me to take defensive action (healing rift, cover, healing grenade, devour triggering ability kill, etc). This works very well as the gameplay is very fast paced and action oriented, so this feels really good and clear. The volatile shields modifier changes the shield break event from a "warning" indicator to the actual fail state. The additional shield HP does not offset this as the issue isn't the total amount of health, it's the presence or absence of a naturalistic warning cue that communicates that defensive measures should now be taken, In order to manage myself effectively without the cue, I now need to actively look at my healthbar during gameplay. This isn't insurmountable, of course I can actively monitor my healthbar, but then the game shifts the emphasis of my focus away from the visual action on the screen and more towards visual UI elements. That feels anti-thetical to so many of the great cues the game uses to allow me to play naturally without constantly checking indicators (the sound of abilities reaching full charge, ammo being reloaded in stowed weapons, transcendence and super bars reaching full charge). Just sharing what my gameplay experience is on the volatile shields, because at first I was confused as to why I was "dying" so much more often and unexpectedly when playing and only after a while, I noticed that I was missing the naturalistic warning cue as there was now no clear communication of a warning before reaching the fail state. Love the game - keep up the good work.

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  • You want a healing factor built into your kit. That can override it. Teammates don't need to actually diffuse you either. They can heal you. It's a little more nuanced than people realize. I really like this modifier, a well-coordinated team could make it a positive boon, imo.

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