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Destiny 2

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Edited by Wes: 11/23/2023 11:32:23 PM
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Wes
Wes

These nerfs don't address the root cause of the issue

The nerfs announced in yesterday's TWID revolve around the idea that certain builds are too powerful, but it also extended nerfs to every single build in the game with the orb generation nerfs. That's right. [i][u]Every existing build is getting nerfed.[/u][/i] That is a blanket guardian nerf. Well, I'm going to remind you that power is relative. We are powerful relative to our enemies. And what are our "challenging" enemies? What are the enemies in most content that are supposed to serve as a power check? Champions. And guess what? They're just not. They are boring, repetitive, and mechanically simple and provide no meaningful check to our power. Stun with a few bullets and then melt with abilities is a joke. You know what enemies do provide that check? Tormentors. That is what we need. We need more unique, powerful enemies that meaningfully check our power like Tormentors are capable of. Get rid of champions altogether and give us more unique, truly difficult, boss enemies, and THEN evaluate the power scales. Example: What if there was a boss enemy that had AoE suppressing fields? Maybe buffed the enemies with damage, DR, or suppressing abilities? What if there was an enemy that spawned damaging AoEs that we had to navigate while dealing with intense add density? What if enemies had armor types (like Tormentors) that were weak to blast, precision, grenade, melee, or sustained damage? What if multiple of these bosses could spawn and have synergies with each other? Each and every one of those would be many, many times more engaging, complex, and difficult, than champions. Edit: To be clear, I'm not debating the merit of the nerfs to hammer and banner. This post is limited to the general discussion of the power scales between the Guardians and their enemies. [b][i]Bungie themselves have made it clear that they measure our power by comparison to that of our enemies. [/i][/b] Therefore, if the power checks present in the enemy ranks are too weak or infrequent, the scale will always say to nerf us. I'm simply arguing that Champions set far too low of a bar for engaging or difficult bosses and therefore the measure of our power is skewed.

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  • Honestly, adding one or two new enemy types isn't going to fix the problem. Although I would love to see the Berserkers from Scourge of the past become an enemy type in the fallen. The main thing that need to be updated is the current enemies within the game. Examples for each race would be Servitors in the fallen get an extended range in their immunity field to make them feel like the priority and push them all mostly into yellow bars, making them a more dangerous defence tool for the fallen. As for the Vex, make standard infantry work similar to taken thrall where if you aim down sights at them they teleport to evade you, they are supposed to be this highly adaptive machine race after all. As for the Cabal, maybe make the phalanxes more aggressive allowing them to push towards you with shields raised and having access to melee variants of them. Lastly hive thrall, change up their animation so they stumble and crawl, maybe even dodge out of the way of your aim.

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