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What makes a good raid? (Destiny)

by Cody Miller @, Music of the Spheres - Never Forgot, Friday, July 01, 2016, 23:50 (2856 days ago) @ Kahzgul
edited by Cody Miller, Friday, July 01, 2016, 23:53

The best weapons and armor should be needed to defeat the hardest enemies. They should not be rewards from the hardest enemies. Rather, the rewards for beating the hardest enemies should be purely cosmetic bragging rights items, like shaders, emblems, and ships. I absolutely hate that good players who are able to beat a raid boss are suddenly given an easier time beating that boss down the line, creating a "skilled players have vastly better gear AND more skill than unskilled players" situation (which then carries over into PvP).

This is just how it works when you design your game around shitty principles. If the game were properly designed, then you would acquire weapons and skills as the game progresses, each of which is unique, helpful, and requires mastery to use effectively. Then, the challenges you face would require you to outright exploit the stuff you've earned and learned in order to succeed. You wouldn't get anything from the final boss in a raid unless there was another harder challenge down the line.

Sometimes I feel like the subclass skills in Destiny aren't very well designed, since in all honesty you can spec any way you want and still beat any challenge in the game with about the same level of difficulty you could with another spec. In other words, the skills don't dramatically change your strategies in PvE. In Deus Ex, two different players who built up JC Denton in two different ways would have dramatically different approaches to things. That maybe has more to do with the FPS elements being less a part of Deus Ex than they are in Destiny.


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