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Destiny

Discuss all things Destiny.
12/8/2014 9:16:24 PM
0

A Class Is a Brand

Bungie should priortize deepening our classes.

41

Bungie should prioritize other content.

10

Gameplay is important, even in a game with MMO elements of achievement and a loot system. Destiny excels in many ways, such as art and music, but perhaps most important is the fact that Destiny is extremely fun to play (the environments, the enemies, the Halo-style combat). However, the class system is not pulling its weight in this area. Diablo 3’s class design is some of the best of all time. A wide selection of skills, each of which can be modified (in sometimes surprising and dynamic ways) to better suit your style. This approach means not only several classes, but almost unlimited combinations of skills in the subclasses. Tweak-freaks like myself can spend all day trying new combinations of skills and perks. Since that’s out, a disclaimer: I understand how different these two games are (and Destiny is funner to play), but I wanted to cite Diablo’s class system. I’m not positive why Destiny’s classes are so shallow. I imagine it’s because the designers had to work within the limitation of making balanced classes with the restrictions that come with both PvE AND PvP, rather than one or the other. Nonetheless, I was disappointed the first day I played Destiny and I saw what the class system had to offer, and more and less, off and on, that disappointment has stayed with me from day one. Here’s my position. Classes are brands. They advertise a style of play. They sell to the player, 'you'll have more fun if you play me!' Right now, I just don't think our brand managers are doing their jobs, whether or not they have their hands tied, I don't know. The classes need ammunition. They need more to offer. It doesn’t mean all Titans should really be tougher, or that all Warlocks should deal huge ability damage. What it does mean, it what when you spec to be hard to kill, you are hard to kill, and when you are specced to deal huge void damage, you deal huge void damage, at whatever cost to your other faculties the speccing may have. In regards to the PvP vs. PvE thing, I don’t think they should ever have shared exact classes in the first place. Can we have abilities that are PvE only or PvP only? I don’t think anyone wants the fact that you have to meet the demands of two very different design roles at the same time to hamper your ability to make robust and interesting classes. I'd like more abilities, for starters. There's a lot of buttons on these controllers. I'd like passives that more radically change what you do and how you do it. I'd like buffs that make having a member of a certain class a unique advantage ('Ooh, this hunter is specced to give us temporary stealth!'). I'd like crowd control, at all (think of how you could deepen your encounters). I'd like to feel that when I respec my character, I am really playing a different guardian, in more than just name or cosmetic. I just want to be able to love my class as much as I love my guns. TLDR: Can we separate PvP and PvE abilities to deepen our classes? They are the biggest missing element in the gameplay department. I just wish it felt like I were playing a different guardian when I respec.

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