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TTK changes (Destiny)

by squidnh3, Friday, March 30, 2018, 09:52 (2374 days ago) @ Durandal

Powerful, versatile primaries are what should be the base of Destiny.

The strict range niches they have tried to enforce starting with The Taken King have been the cause of all the issues with PvP. This is made obvious by the fact that the meta weapons are always powerful and useful at multiple ranges (MIDA, pulses, MIDA again, Uriels, soon-to-be-Vigilance Wing). Encounters in Destiny occur at a variety of ranges in ways that are extremely difficult to control - you need to have at least one weapon that can deal with most of those encounters (except in the case of high-skill specialty builds, but those should be the exception enabled by combinations of perks).

When you have powerful, versatile primaries, you can have special 1-Hit-Kill weapons with abundant ammo that do have strict range niches or require skilled timing (shotguns, snipers and fusions). You can have player abilities on short timers (Supers, grenades, melee). You can have mid-match interstitials were everyone has a chance at ammo for very powerful weapons, and can try to keep it for a while, or deny the other team. Everything is so much easier to balance when players always have a good, solid fallback option.

This isn't a mystery. Destiny 1 Y1 accomplished it - all it needed was a few minor adjustments. Instead, for some reason Bungie decided to completely rework their initial foundation of powerful, versatile primaries, and it's been a struggle ever since.


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