#also if any titan super needs changing it's fists of havoc. they simply have no utility or any special use
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Following up on the ask about the Titan supers, going for the fantasy expectation question specifically- Titans are, thematically, front-line tacticians. People throw around Spartan, Paladin, Soldier, titles like that. What bungie seems to see them as is a big gorilla, or the Hulk, and I feel that does a disservice to the actual characterization of the class. Even if it does different things in gameplay, debuffing for example, running around punching is creatively boring. I'd like a utility supe
The problem is, how do you translate "front-line tactician" into a playable ability? A tactician is someone who makes plans to execute a strategy. Titans are well known to be able to make plans, both ahead of time and on the go, as well as improvise in the heat of battle, but that is simply incredibly metaphysical to make first person shooter gameplay out of.
As an example, would I like if, as a Titan, I could use destructible environment to quickly create a throwing melee or super? Sure. A game where a piece of concrete can be destroyed and then you can pick it up and use it to throw it at enemies or create a temporary barricade or do whatever else you might come up with to simulate a front-line tactician would be unfathomably cool. And also impossible to do in Destiny as it exists right now.
We can extend that to other classes as well. Warlocks are scholars and students of the arcane space magics and should be able to specialise in specific fields and then weave them as they see fit in millions of different ways, but instead their supers are; throw void orb, throw void orb but it tracks, you are void orb, solar sword on fire, solar sword on fire in the ground, electric fingers, electric beam and stick.
Hunters are supposed to be agile scouts and explorers who trek the wilderness and map the unknown, but I'm forced into known missions with fireteams instead of having an open world to map out alone for others. My supers are gun with three bullets, gun with six bullets, knives, bow with one shot, bow with three shots, knives, spin stick, throw stick and tornado.
There's very obviously a limit to what the class is in lore and setting and what it can be in gameplay. I totally understand the disappointment about the new super being seemingly "the same" as the last one ("element on fists, punch"), but I feel like a lot of the complaints and demands are quite literally impossible and unreasonable. And some of the complaints can be applied to other two classes as well.
I think it's good to tell Bungie that we would like more variety in supers, especially as it pertains to their viability in various content. I would 100% love for an additional super for stasis and strand and for Titans to have more ranged options because in a lot of cases you can't really get close range to enemies. Stomps, pushback, environmental hazards and other issues limit what we can use melee abilities for.
Obviously I've not played the strand stuff so I'm working with what we've been told and shown, but I think it's fairly obvious that strand IS a utility super. It's the most utility since void and overshield; strand not only gives you and your teammates damage reduction, but also controls the battlefield by suspending enemies. Like, by all accounts strand is a utility subclass with a lot of debuffing and buffing options and movement utilities.
I also think it's reductive to say that the new strand super is just "gorilla." It really isn't. I am not aware of gorillas being able to control the battlefield by suspending enemies in the air and locking down a whole section while empowering allies with damage reduction utilities. And being able to control the battlefield and empower your allies while you plan out your attack and dish out damage is, quite literally, a tactician move.
I think both Behemoth and Berserker are much closer to the front-line tactician fantasy since void. If anything is "gorilla" it's Fists of Havoc. A lot of people shit on Behemoth but if you really want utility and being able to perform multiple tasks at once with your super, Behemoth is one of the things to pick. Need to kill enemies? Got it. Need to freeze them while you deal with something else? Got it. Need to block off an area? Got it. Need to create barricades for your team? Got it. Your team needs overshield which you can give them by making stasis shards with your super? Got it. The problems with Behemoth not being used much are with a completely different section of issues, which is activity, encounter and enemy designs.
If Berserker is truly similar in any way, then it's in this this way imo, as it gives you options to use your super in different ways for different purposes depending on what you need. Like a tactician. I think people are way too focused on the idea that you use your fists and not at all focusing on the actual utility and options of the super. Though obviously if someone just isn't vibing with it, it's not something that people can change.
#destiny 2#lightfall#strand#ask#long post#again i'm fully sympathetic to people who wanted something different. i would not be opposed to something different#but i think a lot of the complaints are just not something that is feasible as a gameplay mechanic#in destiny at least. destiny won't turn into a turn-based combat game or fully fledged RPG over night. or... ever#also if any titan super needs changing it's fists of havoc. they simply have no utility or any special use#they're vastly overshadowed by thundercrash and both other melee based supers have more utility#behemoth can also be used at range because you cast stasis crystals forward in a cone so it can be used while you're in cover#and it also provides more cover for you and teammates if you need it as well as freezes enemies if they're not immediately killed#strand also does cc and empowers allies. fists is just close range damage and nothing else. you can just use thundercrash#berserker seems very interesting to me and i can't wait to try it out. it may turn out bad or it may turn out op. or just average#i would ALSO love for a second super for stasis and strand. i will be banging my pots and pans about it until it happens
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You May Need A Nice Cup Of Tea And A Sit Down To Read The Huge Destiny 2 2.0 Patch Notes
When I post the Fortnite patch notes we sometimes take a swipe at Destiny 2’s infrequent and rather small patch notes. Clearly they have been reading TSA as the latest patch notes, which take the game to 2.0 ready for the next expansion, Forsaken, and huge. Like, For
Got your mug of tea? Then here we go.
Player Character
General
Subclass screen updated in preparation for Forsaken
Weapons and Armor
Exotic Armor
Hunter
Orpheus Rig
No longer grants Super energy on bloom and damage sharing
Raised base Super amount that you receive from tethers to create a more consistent and less exponential experience
Super energy given is scaled up when more powerful enemies are tethered
When used with Moebius Quiver, grants additional tether shots
Does not grant ability energy on tethering targets
Celestial Nighthawk
Now grants 33% of your Super energy back if the target is killed by the shot
Wormhusk Crown
No longer starts regeneration of health and shields
Instead grants a larger health and shield bump at the beginning of dodge instead of at the end
Knucklehead Radar
Enhanced radar resolution while crouching
Lucky Pants
Extended duration of Illegally Modded Holster
Shinobu’s Vow
Skip grenade returns some energy when it damages an enemy
Warlock
The Stag
Rift dropped from death now has standard rift duration
Eye of Another World
Ability recharge bonus increased
Nezarac’s Sin
Increased duration of Abyssal Extractors
Rapid kills extend the duration up to 20 seconds
Skull of Dire Ahamkara
Increased Super energy gained from Nova Bomb kills
Killing higher-ranked enemies now rewards more Super energy
Transversive Steps
Enhanced mobility
After sprinting for a short time, your currently equipped weapon is automatically reloaded
Winter’s Guile
Tuned damage and duration per stack to be more consistent
Titan
Mk. 44 Stand Asides
Overshield granted by sprinting appears faster
Hallowfire Heart
Base cooldown reduction when Super is uncharged in addition to CDR when charged
Helm of Saint-14
Grants allies an overshield for a short duration when passing through Ward of Dawn
Mask of the Quiet One
Increased energy gain from incoming damage
While critically wounded, health is granted from kills
Crest of Alpha Lupi
Healing pulse is more effective
Peacekeepers
Increased movement speed when wielding an SMG
Wormgod’s Caress
Tuned damage and duration per stack to be more consistent
Weapons
Developer Insight: With Forsaken, we’ve made a major change to the systems—the freedom to slot powerful weapons in either the Kinetic slot or Energy slot. This fundamental change necessitated a fresh look at a player’s damage output in both PvE and PvP.
Primary ammo weapons and Special ammo weapons may exist in either the Kinetic or Energy slot.
Heavy ammo weapons can exist only in the Power slot.
Ammo type and damage type are now fixed attributes of a specific weapon.
Ammo distribution models updated entirely to support weapon slot changes.
Energy weapons no longer deal bonus damage to active enemy Supers.
Ammo Economy
Primary Ammo Weapons
Hand Cannons
Scout Rifles
Auto Rifles
Pulse Rifles
Sidearms
Submachine Guns
Special Ammo Weapons
Fusion Rifles
Shotguns
Sniper Rifles
Trace Rifles
Single Shot Grenade Launchers
Heavy Ammo Weapons
Drum-Loaded Grenade Launchers
Rocket launchers
Linear Fusion Rifles
Swords
The following Year 1 weapons have moved to the Kinetic slot
Baligant
Shepherd’s Watch
Hawthorne’s Field-Forged Shotgun
Alone as a God
Perfect Paradox
The Frigid Jackal
Silicon Neuroma
The following Year 1 weapons are now locked to Solar damage
IKELOS_SR_v1.0.1
IKELOS_SG_V1.0.1
The following Exotic weapons did not change slot and still use Heavy ammo
Tractor Cannon
The Legend of Acrius
D.A.R.C.I.
Whisper of the Worm
Developer Insight: The tuning of Destiny weapons and abilities is inexorably tied to the systems that we build upon. Ultimately our goal is to still provide gameplay challenge despite a global increase in player damage output due to the new systems introduced. To properly support the higher uptime of Shotguns, Snipers, and Fusions, the following changes were made to all weapons in the game.
Primary Ammo Weapons
Increased precision damage output of Primary ammo weapons
Increased in-air accuracy
Decreased body shot damage in PvE
Decreased Auto Rifle damage required to stagger enemies to compensate for reduced body damage
Special Ammo Weapons
Reduced damage output of Special ammo weapons
Increased damage of Trace Rifles
Trace Rifles now disintegrate defeated enemies
Heavy Ammo Weapons
Grenade Launchers:
Increased damage and blast radius
Linear Fusion Rifle
Increased damage
Reduced time to charge and fire
Reduced aim assist
Swords
Increased ammo
Increased damage mitigation when guarding
Exotics
Sleeper Simulant
Fixed issue where charge time was not displayed properly on weapon
Magazine size increased
Reduced base damage
Borealis
Bonus damage after breaking a shield increased on precision hit
Still grants bonus damage on body shots
Prometheus Lens
No longer generates Special ammo on kill
Tractor Cannon
Repulsor Force’s Weaken effect now also increases non void damage by 33%, but no longer stacks with other weaken effects. (Shadowshot,Hammer Strike, etc).
Perks
Explosive Payload
Reduced bonus damage output
Ambitious Assassin
Increased time allotted between kills to earn bonus ammunition
Backup Plan
Decreased amount of time weapon must be stowed for perk to become available
Box Breathing
Reduced time required for perk to activate
Reduced precision bonus
Perk now resets after firing
High-Impact Reserves
Damage bonus granted earlier in magazine
Grave Robber
Now reloads your entire magazine
Primary ammo is granted directly to magazine
Heavy and Special ammo is transferred from reserves to magazine
Field Prep
Increased inventory reserves
Increased stow, ready, and reload speed when crouched
Auto-Loading Holster
Reduced time required for perk to activate when weapon is stowed.
Opening Shot
Increased falloff range (weapon does more damage at longer ranges)
Triple Tap
Grants ammo directly to the magazine; no longer pulls from reserves.
Mods
Starting with 2.0.0.1 (9/4/2018), Year 1 mods can no longer be inserted into gear or weapons. You will no longer be able to insert any mods into Year 1 gear or change the elemental damage type come next week.
Misc
Fixed an issue where Rocket Launcher stability stat was not working as intended
Fixed an issue where the Impact Casing perk on Grenade Launchers did not function
Swords now have the ability to accept shaders
Abilities
General
Visual layout of perks has changed in subclass paths
Increased base Guardian melee damage
It now takes two melee hits to defeat an enemy Guardian in PvP
Increased the base damage of Seismic Strike, Hammer Strike, and Shield Bash
Adjusted active Super bonus damage resistance values
Added a timer to the status effect for Healing Rift, Empowering Rift, and Rally Barricade to communicate the time remaining before they expire
Grenades
Axion Bolt
Increased base damage
Increased the amount of time it takes for the tracking strength to lower
Flashbang
Increased base damage
Incendiary Grenade
Increased base damage
Storm Grenade
Increased base damage
Scatter Grenade
Re-tuned range and falloff ranges for the detonations for more reliable damage
Magnetic, Fusion, and Flux Grenade
Increased base damage
Damage is now the same whether a target has been stuck or simply walked over grenade when detonating
Magnetic Grenade now detonates a second time only if it’s attached to a target
The second detonation no longer only occurs on the grenade itself and will now be applied to each individual target hit by the initial detonation
Skip Grenade
Increased impact damage of each Skip Drone impact for a higher total potential damage
Voidwall
Increased the damage of initial Void Wall wave
Hunter
General
Marksman’s Dodge is now considered a reload; it can interact with Kill Clip, Rat King, etc.
Gunslinger
Practice Makes Perfect perk now grants Super energy on throwing knife kills
Increased the duration of all versions of Golden Gun
Nightstalker
Once activated, the Shadowshot tether will find enemy targets more reliably within its search radius
Titan
General
Rally Barricade no longer requires players to take cover to reload—it now feeds ammo to your magazine over time
Striker
With Terminal Velocity enabled, the opening Fists of Havoc slam no longer leaves a lingering damage area
Lowered the health threshold for triggering Knockout so that it triggers sooner, to keep up with the PvP lethality changes
Increased the lunge range of the Fists of Havoc melee attack
Sunbreaker
Sol Invictus will now trigger on burn kills
Sentinel
Increased Ward of Dawn health significantly
Increased the amount of health provided by the Ward of Dawn overshield
Sentinel Shield Super
Increased Shield Throw projectile speed
Shield Throw no longer loses damage after bouncing or ricocheting off targets
Faster attack animations for grounded melee attacks
Increased Sentinel Super damage in PvE
Warlock
General
Increased Healing Rift effectiveness
Empowering Rift now increases precision damage (previously, bonus damage was capped at the weapon’s precision damage in PvP)
Stormcaller
Increased the PvP damage of Stormtrance
Increased Arc Soul’s projectile speed
Dawnblade
Increased Dawnblade projectile speed and base tracking strength
Voidwalker
Significantly reduced the length of time that Blink disables your radar and HUD
Chaos Accelerant no longer costs Super energy to use
Increased the damage bonus granted by Chaos Accelerant for each Voidwalker grenade
PvE
Daily Heroic Story Playlist
Year 1 meditations have been retired and replaced with a Heroic Story playlist
These will share modifiers with Heroic adventures and strikes
Forsaken campaign missions will be featured at 500 Power, while Year 1 campaign missions will be featured at 200 Power
Destinations
Wanted escapees from the Prison of Elders now roam the open world
They will not drop rewards until September 4, 2018
Increased the difficulty of Lost Sectors
Example: EDZ Lost Sectors are now 240 Power
Adventures
Replayable adventures have been removed from destination vendors
Heroic adventures have been added to all destinations
Destinations without Heroic adventures before Forsaken will have them available during their Flashpoint weeks
A random Heroic adventure will be available each day
Mercury and Mars Heroic adventures are unchanged
Heroic adventures will share similar modifiers with daily Heroics and strikes
Strikes
Vanguard Strikes
Heroic Strike playlists have been retired for all players and replaced with a single content-appropriate playlist:
Legacy
Strikes playlist matches the legacy playlist that is currently available in Year 1
Recommended Power 200
Will have modifiers
Forsaken
Strike playlist has three difficulties to select from:
Recommended Power 300 (not available when your level is 40 Power higher)
Recommended Power 400 (not available when your level is 40 Power higher)
Recommended Power 500 (always available)
Will have modifiers
Nightfall
Retired Prestige difficulty
Increased base difficulty for Nightfall activities
Players can choose one of three Nightfall strikes each week
Players may select only the strikes for which they own the appropriate expansions
Legacy players will still be able to enable modifiers via the Challenge Card, but scoring will be disabled in the 270 Power Nightfall
Raids
Developer Insight: Our goal with the changes was to provide players with an opportunity for heroic moments where they can carry the fireteam to victory at the end of the encounter. Players are still incentivized to resurrect their teammates as quickly as possible but brings back the chance for one player to bring down the boss while everyone else is dead.
Revive Mechanics
A fireteam has a total of 2:30 seconds to revive fallen team mates during a given Raid encounter
This time is only refreshed if a fireteam wipes
If a player is not revived within the time remaining, the fireteam is wiped to “Shared Fate”
Each player has one token that they may use to revive a player
Multiple players being dead does not increase the speed of the timer
General
Escapees from the Prison of Elders now appear in strikes, Lost Sectors, and public areas
Crucible
General
New ammo model for maps to accommodate weapon slots
Items & Economy
General
Collections (emblems and Exotics) that are found in the vault will be unavailable during the week of August 28–September 4, but they will return with 2.0.0.1 in the upcoming Collections tab
Exotics will now always drop at or above your Guardian’s Power level
Year 1 challenges will no longer grant destination materials or tokens
Destination materials can be earned via bounties, available from their respective destination vendors
Anything that previously granted destination tokens or Rare materials will grant Common destination materials moving forward
Destination tokens and Rare destination materials are no longer granted, but they can still be redeemed for reputation if you have them in your inventory
Xûr
His will is not his own
No longer displays a vendor icon on destination maps
No longer tied to Flashpoints
He has a clear purpose but cannot explain it—forgive him
Fated Engrams grant only pre-Forsaken Exotics
Tower
Increased vault size to 500 slots
Players can now dismantle shaders in stacks of five in Master Rahool’s vendor screen
Cayde-6
Cayde-6 has left the Tower to investigate disturbances in the Reef
Removed Treasure Maps and Scout Reports
Technical
Localization
Added Korean language support to consoles
User Interface
Updated title screen to reflect Forsaken launch
Director
The Director screen has been updated to reconfigure the way challenges, milestones, Flashpoints, and quests are presented:
Challenges
The Year 1 challenge system has been removed and converted into bounties, which will be available through their respective destination and activity vendors on September 4
Bounties are displayed in the Pursuits bucket of the inventory screen
In Year 2 (Forsaken), “challenges” now refer to the bonuses that grant rewards on a daily or weekly basis
These can be seen in the Director via new indicators on a playlist or destination when available
Milestones
The milestone tray will now be limited to showing specific quests and quest steps
One-time completion objectives, such as campaign missions, subclass missions, and strikes introductions will remain as milestones
Players who do not have any active milestones will not see a milestones blade being displayed
Many Year 1 milestones have been converted into challenges
These challenges will continue to grant powerful rewards
Weekly and daily milestones
Previous weekly and daily milestones, such as strike completion and Crucible, will now appear as weekly or daily challenges on their associated playlists
Flashpoints
The Flashpoint milestone will now appear as a challenge visible on its respective destination vendor
Flashpoint progress has been expanded to include Lost Sectors and Heroic adventures
Exotic quests
Exotic quests are now displayed in the Inventory tab under the Pursuits bucket
They can be recovered at the quests’ associated vendor if abandoned
Exotic quests now correctly use Exotic coloring in the UI
Icons for Exotic quests are now appropriately represented with Exotic rarity
World quests
World quests are now displayed in the Inventory tab under the Pursuits bucket
Updated the Director with a new theme and layout to better represent destinations for Year 2
Presell is in the Reef location
The “Leviathan” raid and raid lairs have been moved to Nessus
Character Screen
Weapon slots
Weapon tooltips now display ammo types
White ammo icon – “Primary”
Green ammo icon – “Special”
Purple ammo icon – “Heavy”
The HUD will show a color based on the associated ammo type next to each weapon on the weapon tray
Subclass screen
The path name is now being displayed along the bottom of the character art
Collections
Collections are not available until September 4
Triumphs
Triumphs are not available until September 4
Gear tooltips
Perks are displayed by name only on tooltips for Ghost Shells, weapons, and armor
Exotic perks will display a short description
General
Adjusted contrast and saturation to match Forsaken theme, throughout Destiny 2
Players may adjust their brightness manually through the Settings menu
And breathe!
Source: Bungie
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