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Reimagining "competitive" Destiny (Destiny)

by Ragashingo ⌂ @, Official DBO Cryptarch, Monday, August 12, 2019, 21:18 (13 days ago) @ cheapLEY

That's all well and good, but it becomes irrelevant when a Striker Titan can run around and clear the map three times before their super is done. It's completely broken.

Even if it is broken, it doesn't make what I say irrelevant. Heck, it might make doing things like not rushing to engage or things like leading the enemy away from your team for as long as you can more relevant. Every second you buy against that roaming Super chasing you is another kill and another recharge you might be denying them. And that's a very important part of Destiny.


It's also not all that relevant when over half the Supers can be panic-activated to kill whoever is shooting at you instantly.

You talk like the panic kill is some evil thing that should never exist. I strongly disagree. The player getting a panic kill has to have saved their Super for that moment. They have to forgo kills before then or use it on you and forgo later kills that may be more important than not dying to you. Using a Super to get out of a losing battle is rarely the correct / best time to use it. Most of the time dying to a panic Super is really a victory for you because now that person can't use their Super at a more key moment. Forcing people into wasting their Supers is a minor but important part of Destiny.


You can be aware of enemy Supers all you want, but when there are six of them, there's only so much you can do.

Ok... what is the alternative? Yes, all your enemies have Supers. So do all your teammates. You have one too! Each player will have opportunities to surprise the other, and opportunities to totally turn a game around, and opportunities to screw up and use their Super at that exact, perfectly wrong moment where they get exactly zero kills and feel dumb. That choice of when to use your Super is a huge part of Destiny and the Crucible.


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