Why is Bungie's answer to the question of "How do we make this activity harder?" always to add Match Game Modifier. Yes, it does make it harder. Yes, it makes you think about your loadout and tailor it to the encounter/strike. It [i]does, in fact,[/i] make content harder, it does what I am asking for.
[b]But[/b], I am getting tired of needing to account for it on every. single. activity. that is Master/Grandmaster level. It makes content harder with the bare minimum effort required to do so.
I guess I just want Bungie to make things harder via mechanics or new/additional enemies, or something more akin to Hard Mode Raids from Destiny 1, where their solution wasn't to add modifiers.
Honestly, for strikes I do not mind. Its raids I find it the most annoying in personally.
I could be completely alone in this. I'm just curious to see if others agree or disagree.
Edit: I’m not saying I struggle with Match Game or that “its too difficult”. The only point I am trying to bring up is that Bungie seems to use it as an easy, catch-all difficulty increase no matter what activity it is.
Instead what I would like to see is unique-to-that-activity instances of difficulty increase.
Example: Hard Mode King’s Fall gives the War Priest new taken abilities whenever a Totem is disintegrated by the Oculus, and adds the Unstable Light mechanic to the Golgoroth fight.
Now for Application to D2 Dungeon: For Master Duality, whenever you enter the “Nightmare Side” of the Leviathan, health regeneration is disabled. Now the only way is via Wells of Life, Healing Rifts, Devour, etc to reclaim lost health from battle. Boom, done. Creative, unqiue way to add difficulty to Master Duality without going “eh slap on Match Game, trusty, old Match Game never fails!”
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How to fix Destiny for me and make me want to play GMs again: 1) Replace Match Game with a new modifier that makes it so shields are slightly tougher and do not explode on element match. (Instead of. Requiring the player to match elements, make the distance between elements less, and encourage build making). 2) Replace champions with Hive Guardian style enemies. The game calls them lieutenants. Replace champions with lieutenants from each race. Even if you have to dodge the lore a bit. Again, lifting weapon restrictions encourages buildmaking. 3) Without these limitations, install more difficult modifiers. Now you can finally encourage a play style. How Bungie designed Destiny: You have 5 pieces of armor with one of four elements. Each of these can equip three mods, including one combat style mod from 3 archetypes, using 10 energy. Each element has its own strengths and weaknesses, and synergizes with a subclass. Each subclass also has its own set of keywords which may be referenced by armor, weapons, or even mods. Combining 3 weapons, a subclass with its own Loadout, and 5 pieces of armor with tailored stats, mods, and synergies, you have a builds. Jk. Put on a pulse rifle, glaive, and you must have arc and solar damage. Oh, did you try buildcrafting? That’s cute. If you’re going to give massive, artificial load out restrictions, then just give us a load out for the mission. The Witch Queen campaign was proof we can have hard without champions, match game, light, or any of the other crutches Destiny uses. Sadly, after the campaign, the game returned to its old crutches and I remembered why I had stopped playing.