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Destiny

Discuss all things Destiny.
Edited by NegativeZone856: 3/9/2015 5:33:29 PM
7

Class Differentiation

One thing that I feel could use some work in Destiny is how similar the player classes are to each other in terms of how they play. Whatever class you pick, well, your character's super and one or two of their other abilities will stand out, but otherwise you mostly just grab whatever primary weapon you like, pick special weapon and heavy weapon types that suit you (that the game will give you, anyway, why do you do this to me RNGesus) and.... Shoot dudes, clinging to a piece of cover. Occasionally throwing grenades at them, occasionally punching/stabbing/glowy blasting at them… I had some ideas for giving each class a more defined role. One of them would be making the Armor/Agility/Recovery stats matter more: having a lot of Armor doesn't make you suddenly able to tank abuse, you still have to rush behind cover the moment a sniper has shot you once; having maxed Agility doesn't do much more than making you eventually outdistance your friends if you all sprint for a minute, or jump marginally higher and farther so that you can screw around on pieces of level geometry in the Vault of Glass or at the Tower more easily; and more Recovery doesn't change anything noticeably- your shields generally recharge extremely fast once they do eventually start recharging, and making that part marginally faster is too little, too late. There isn’t really a noticeable difference from fiddling around with the various stat modifying abilities on your skill tree. Going from 1/3 of the Armor bar to 2/3 should really allow you something like sponging another sniper hit than you already could, or an extra burst of projectiles from a normal weapon; increased Agility should make you annoyingly speedy and difficult to hit, and give you more opportunities to attack from unexpected angles with much improved jumping; and better Recovery should make it so that ducking behind cover long enough to break up an opponent’s attempt to kill you should get you some of your shield back, due to a faster recharge which started sooner. With that change in place, each class’s primary attribute would have more meaning, making Titans pieces of mobile cover, Warlocks cockroach like in their ability to bounce back from abuse if not finished off, and Hunters much more difficult to pin down, getting to places other classes can’t or at least not as quickly. I have some other ideas, but they have some problems; namely, they need some work, and I feel like they might be changes only I think would be good things. Making those sliding bars on the level up screen actually mean something would be a significant step toward making classes more than an aesthetic decision in areas other than what super ability you get to occasionally use.

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  • The idea among these that I like the most (but which might annoy the most people if it did somehow find its way into this game or any sequels) would be some special slot weapons that, while not restricted to particular classes, would nevertheless have abilities that are class specific so that each would be specialized for one of the classes. The one that I’ve really wanted to be in the game in some form the whole time I’ve been playing it would be swords, ones that you actually equip. Definitely not as powerful as the relic swords, though; leaving the melee attack as the same damage as your melee attack would deal anyway would already give you a better weapon than the normal melee (assuming you’d still be in third person) as sword swings seem to be faster and have better tracking as is. Removing the sort of “gliding” effect from midair swings for non-relic swords would probably be a good idea though. Then, for the primary “fire” mode, you could have single use high intensity cutting edges of some sort, mono-filament edges for kinetic damage and a sheath of plasma for the elemental damage types, that would deploy for a swing and get used up as you hit things. You could also have the “aim” button as a block, to mitigate damage from melee attacks. Then, you could have Striker Titans (and maybe Bladedancer Hunters?) apply their melee abilities through the sword instead, so that they would amplify these high power melee attacks further. Defenders, meanwhile, could burn uses of the sword’s enhanced edge by pressing the “aim” and “fire” buttons at the same time to give a short lived overshield or other surge of defensive power to guard against serious attacks, as long as you can face the incoming attack and use this ability with good timing. Hunters could have compound bows, as that fits both the Gunslinger’s suggested sniper role and the Bladedancer’s close quarters assassin role. You could have the bow share the damage increase over range with the knife that I suggested earlier, for the Gunslinger, and have the same damage boost for melee attacks from behind that I suggested for the Bladedancer, without losing the ability to do precision damage (probably leading to instant kill shots and loads of rage, so this idea could use some work). Then, continuing the theme of giving the classes appropriate space fantasy versions of weapons they would have in normal fantasy (which actually happened by accident), Warlocks could have an energy weapon version of a blasting rod, primary fire shooting a continuous stream of energy like the sentinel beams from Halo, and the “aim” button shooting low power balls of explosive energy. For Voidwalkers, these energy balls would stick on hitting a surface instead of immediately exploding, and thereafter act as proximity bombs capable of detonating each other; and the beam could slow targets or slowly drain the charge on abilities that haven’t already fully charged. For Sunsingers, these attacks could heal allies struck with them as I suggested for grenades, or push enemies away the way the Solar Wind ability does. I think that’s about all I’ve got in general. Even if anyone ever looks at what I’ve typed here, it probably won’t make a difference, but it’s fun to talk about, and maybe someone at Bungie will find something useful in all this.

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