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Destiny 2: Lightfall


Uncle Mike

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Why don’t they just do what WoW and tonnes of others do and let you make armour look like other armour? Keep the same perks and stats but allow a cosmetic change to the appearance of whatever other armour you like? 

 

12 hours ago, Gorf King said:

PS It's 874 words. I guess you mustn't have written many essays either.

 

I assume defining hyperbole would be wasted on someone as erudite as yourself.

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I wish they would make better use of the blue armour set designs. There are some really good looking ones - they could make them legendary and bingo, more stuff to chase and more variety in the way you deck out your character. 

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1 hour ago, Oz said:

the decision to remove raid gear perks that are raid specific in particular boggles the mind. I just can't understand how that makes sense. I remember one issue they have stated is that everyone in the end game ended up always wearing the same armour. but surely there is a way to fix that other than removing raid perks altogether. maybe it was an effort to make the raid less buggy by removing variables? it is still massively broken anyway. extra damage to beast handlers? makes you harder to detect by the beasts? a helmet that would highlight beast locations or flower locations? boots that make you stick to the fucking ground when psions push you up? maybe the prestige version of the raid gear will have raid perks? 

 

They could have got around that with a better mod system. The current system feels really half-baked. The Raid could have dropped specific mods (running faster with the psion ball, more damage against doggos...etc).

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16 minutes ago, Harsin said:

They could have got around that with a better mod system. The current system feels really half-baked. The Raid could have dropped specific mods (running faster with the psion ball, mor damage against doggos...etc).

 

With the amount of screen real estate on the weapons perks screen I was convinced we'd have at least half a dozen mod slots. The current system feels really half-baked as you say but hopefully they might expand it in the future and make a lot more diverse mods so you can really specialise weapons and armour for certain builds. 

 

In other news I got my first Trials match win last night (thanks for the carry @Marmite @LiMuBai @FiniteLight) and got the Prosecutor auto rifle as my reward so I never have to return to sweaty mida/uriels fest. I think IB this week is going to be interesting to see how shit it is without a fireteam and how to community reacts to that.

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Yup, the current mod system feels like a sketch for a full system yet to come. As well as providing a more varied and potent selection of mods to give the sort of genuine customisation lost by removing selectable perks and stats from armour, they'd also provide a nice loot pool/chase for the less common ones. The almost pure RNG acquisition methods could be replaced by particular mods that drop or are rewarded in certain activities. For example, Harsin's suggestion for raid mods from the raid. I'd like to see exotic mods introduced that give far more robust effects, or effects that help in specific activities - that'd be a meaningful loot chase, and raid perks could be back (along with Trials perks and the like). You'd have to have a better mod management system rather than the cluttered system we have now, and get rid of the disposable Banshee roulette for their creation.

 

It'd also be great if you could genuinely set up armour sets that ranged far further from the archetype per class due to the modding you'd done. For example, a Hunter set that actually gave you usable recovery. This would make the homogeneity of base armour sets less of an issue. Just make mods more flexible and effective, rather than them just slightly altering stats at the margins of a fixed archetype as they usually do now. Since enhanced mods would help in both the attractiveness of loot/activity rewards, and also add a bit more back into character customisation, it seems a no-brainer for further development.

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Mods should have replaced perks on guns. You should be able to apply a firefly mod to a scout rifle for instance. Make them rare drops in the new "nightfall modifiers strike playlist" and there'd be a lot less moaning as you'd have something challenging to run and a real reason to do it.

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16 hours ago, Nathan Wind said:

I'm actually not that keen on what they've done with the nightfalls, tbh. I liked the old ones, where they took a long time, and felt like a real war of attrition against almost insurmountable odds. While I accept that they've made the new ones challenging, it's not in a way I particularly enjoy. I hate the short time limits.

 

I don't want to sound too pissy and moany. I have enjoyed what I've played. But despite first appearances looking incredibly positive, I just don't think there's enough breadth, or crucially, choice of content at 280+.

Yeah i'm with you on the Nightfalls. I generally hate timed missions, but i'm especially rubbish at this weeks Nightfall. I'm not to bad at Destiny, but the NF this week can do one.

Anyone want to help with the NF tonight??

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3 hours ago, Marmite said:

I wish they would make better use of the blue armour set designs. There are some really good looking ones - they could make them legendary and bingo, more stuff to chase and more variety in the way you deck out your character. 

This. A system to upgrade a blue armour or gun with a random perk and make it legendary would be awesome. Bring back Armour and Weapon Cores, or that currency for raising your Y1 weapons to House of Wolves levels.

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I have thought about the idea @Broker had of applying a 'transmogrify' system (ala diablo) or inheriting perks from infusion (like persona) or something like that. but the issue with that is the same reason why 'mods' can never get too crazy or creative or meaningful really. the balance of PvP in 'Destiny 2: The E-Sports Game'. Weapons and armour that have very distinctive behaviours (ala MIDAS) are given very distinctive look (and even silhouettes) and sound so they can be identified in a PvP environment.  so a mods could be extra damage to calus (or any of the ones that @Harsin suggested) but they can never be really interesting ones which would mess the perceived balance of PvP. :( 

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51 minutes ago, sbrandon111 said:

Yeah i'm with you on the Nightfalls. I generally hate timed missions, but i'm especially rubbish at this weeks Nightfall. I'm not to bad at Destiny, but the NF this week can do one.

Anyone want to help with the NF tonight??

 

Sure, I'm on from 9:30ish

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5 hours ago, Oz said:

the decision to remove raid gear perks that are raid specific in particular boggles the mind. I just can't understand how that makes sense. I remember one issue they have stated is that everyone in the end game ended up always wearing the same armour. but surely there is a way to fix that other than removing raid perks altogether. maybe it was an effort to make the raid less buggy by removing variables? it is still massively broken anyway. extra damage to beast handlers? makes you harder to detect by the beasts? a helmet that would highlight beast locations or flower locations? boots that make you stick to the fucking ground when psions push you up? maybe the prestige version of the raid gear will have raid perks? 

 

 

 

4 hours ago, Harsin said:

 

They could have got around that with a better mod system. The current system feels really half-baked. The Raid could have dropped specific mods (running faster with the psion ball, more damage against doggos...etc).

 

All of these 'perks' sound rubbish though.

 

Extra Beast Handler damage? You melt them with the Prism anyway - just shoot them as soon as they appear from their doors. The Prism handlers should be helping each other here.

 

Harder to be detected by beasts / a helmet that would highlight beast locations or flower locations? Use the geometry and listen to your Prism guy (they should be looking out for you).

 

Extra Doggo damage? That's what the whole encounter is built around. (Also, shoot them in their stupid faces)

 

Extra speed for Gauntlet? Just spec for mobility.

 

The best pieces of armour for D1 raids were exotics anyway.

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So you don't think the D1 raid armour perks were useful in the raids? I think stuff like ' take half damage when carrying the SIVA charge', 'increased agility while torn between dimensions', 'faster reload when in an aura' etc. were very useful. 

 

I agree that with Leviathan's current state of difficulty it probably doesn't make much difference what you wear (hello dog/bye dog), but raid perks might be helpful in the Prestige. They're also just something for which to aim, for functional rather than purely aesthetic reasons - anything that genuinely improves performance is obviously a benefit and therefore desirable. Certainly I'd prefer that to just, well, nothing but a new colour on armour. It gives rewards that feeling of progression, rather than their being frivolous/pointless visual accessories most of the time. And if they're in the form of mods, I like the feeling of being able to make proper custom armour builds.

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41 minutes ago, Lyrical Donut said:

 

 

All of these 'perks' sound rubbish though.

 

Extra Beast Handler damage? You melt them with the Prism anyway - just shoot them as soon as they appear from their doors. The Prism handlers should be helping each other here.

 

Harder to be detected by beasts / a helmet that would highlight beast locations or flower locations? Use the geometry and listen to your Prism guy (they should be looking out for you).

 

Extra Doggo damage? That's what the whole encounter is built around. (Also, shoot them in their stupid faces)

 

Extra speed for Gauntlet? Just spec for mobility.

 

The best pieces of armour for D1 raids were exotics anyway.

I was with you until you mentioned speed for the gauntlet. I usually run it with 4 mobility (I've done it at 3 even on my Warlock). Mobility only affects walk speed and jump height, not run speed. Its essentially a pvp stat for strafing quicker.

 

An enhanced radar mod would be good in all encounters, dogs especially though, such as what the raid shotty has.

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The raid shottie is weird, because it's such a fucking beast. I mean, I love it. It's obviously great in PvP if you're a shottie player. Some shotgun warrior can correct me here, but it seems to me it's just head and shoulders above any other shotgun, any shotgun you can get outside of the specific raid quest. It's just like Felwinter's on steroids, isn't it? But with added overpenetration.

 

The weird thing is how Bungie are after making all the weapons balanced, and not giving uber drops in one endgame activity that totally outclass other weapons of the same type - no obviously best in class exotic or raid reward, to make sure the game is better balanced. So no Gjallarhorns, no Mythoclasts. But then we have Acrius, the undisputed long-range no-aim overpenetrating shottie champeen of the world, only available from a quest for regular raiders.

 

I love the gun, and its quest gave me the sort of thing I'd like to see more of - a series of activities incentivised by great, unique rewards that are functionally interesting and powerful. But it's weird having that sort of weapon stick out like a sore thumb among the other raid rewards, and for its most obvious and effective usage to be in an unrelated game mode. I'm not really a shottie person though, so maybe I'm overestimating its utility. But my limited experience says it's king of the hill, and something well, well worth grinding the raid for (if you can call 2.x completions 'grinding').

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Yeah, I had intended to give the gun a test as soon as I got it, but didnt get round to it. Might have a quick go tonight, before using it extensively tomorrow onwards in Banana (if I get on with it). Looks ridiculous though in every video I've seen.

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Right. I'm in.

 

Managed to get the LE box for £53 by ordering it through Amazon Fresh of all places. £20 off your first order and a guaranteed 1 hour delivery slot.

 

So aside from having to find a place for all the worthless bumf in the box, I reckon I've got a pretty decent deal.

 

Anyway, feel free to add me. I didn't come close to getting the most out of D1 having mostly done it solo, so some company would be good. I'm ben--k (two hyphens) on PSN.

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33 minutes ago, ben-k said:

Anyway, feel free to add me. I didn't come close to getting the most out of D1 having mostly done it solo, so some company would be good. I'm ben--k (two hyphens).

 

PS4 or XB1?

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I've found the loot grind has come to life since I've been focusing on doing the weekly Nightfalls. The first two I tried we had @FiniteLight guiding us through which made them do-able. This week though we failed three attempts and I've spent the rest of my Destiny week in training for a final attempt tonight. Suddenly inching up my light level and getting complimentary weapons beefed up and ready feels like it has a proper point.

 

So yeah, the point of the loot grind in Destiny has always been so you and your team can beat the hardest and best content.

 

I do wish they'd bring back harder campaign missions to help with the levelling, though. Something other than public events that can be done solo.

 

EDIT: that's a great article, @Oz

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We did the nightfall today, seconds to spare but good fun as they all have been - really like the new setup of them.

 

I got my first 305 sword form the power engram, really chuffed as I do like a sword but haven’t had a decent one drop :) of course I got another 305 sword drop less than 30 secs later, the same fucking sword no less - the fuck is up with the RNG in this game :rolleyes:

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2 minutes ago, Shimmyhill said:

I got my first 305 sword form the power engram, really chuffed as I do like a sword but haven’t had a decent one drop :) of course I got another 305 sword drop less than 30 secs later, the same fucking sword no less - the fuck is up with the RNG in this game :rolleyes:

 

Working as intended. Prepare for another dozen of the same sword over the next couple of weeks.

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2 hours ago, Gorf King said:

So you don't think the D1 raid armour perks were useful in the raids? I think stuff like ' take half damage when carrying the SIVA charge', 'increased agility while torn between dimensions', 'faster reload when in an aura' etc. were very useful. 

 

I agree that with Leviathan's current state of difficulty it probably doesn't make much difference what you wear (hello dog/bye dog), but raid perks might be helpful in the Prestige. They're also just something for which to aim, for functional rather than purely aesthetic reasons - anything that genuinely improves performance is obviously a benefit and therefore desirable. Certainly I'd prefer that to just, well, nothing but a new colour on armour. It gives rewards that feeling of progression, rather than their being frivolous/pointless visual accessories most of the time. And if they're in the form of mods, I like the feeling of being able to make proper custom armour builds.

 

Raid perks in D1 definitely were useful to a point. Once you'd mastered encounters they became less useful, though. Re: Wrath chest, if you cleared adds quick enough with Supers / heavy there wasn't really much of a need to use it, Twilight Garrison was more useful for nipping about the place. The Wrath arms perk was great though, mostly because it was also useful outside of the raid.

 

I agree about the modding of armour to spec sets accordingly; mostly so we can get to 4 Resilience without looking like a mess and spending the rest on the other, more useful attributes.

 

2 hours ago, Mr Ben said:

I was with you until you mentioned speed for the gauntlet. I usually run it with 4 mobility (I've done it at 3 even on my Warlock). Mobility only affects walk speed and jump height, not run speed. Its essentially a pvp stat for strafing quicker.

 

 

 

Ah, yeah. To be honest, the main problem with that part of the encounter is people not calling out where they're going and pinching other people's orbs. And fucking Warlock jumps.

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  • Uncle Mike changed the title to Destiny 2: Lightfall

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