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The Breakdown (Destiny)

by cheapLEY @, Wednesday, January 18, 2023, 16:01 (435 days ago) @ cheapLEY

I do recommend just going and reading the whole thing; it's not long and it's full of interesting info.

I'll start with Bungie's own TLDR:

Now onto some specifics.

They start with talking about loadouts. There will be ten loadout slots available, though they must be unlocked by progressing through the new Guardian Ranks system. No word on how many available to start or how high you'll have to level to get all ten. They also don't state whether that is ten per account or per character.

There are multiple icons and colors to pick for your loadouts on that screen for ease of use. They have a couple of pictures of the loadout screen, so go take a look.

Mods are up next.

There's a new mod management screen. It looks just like the customization screen, except you get to see mods instead of ornaments and shaders. It does have a tab at the top to quickly move to see your equipped weapons without having to back all the way out to the main equipment screen, which is nice.

Mod Energy types are being removed, eliminating the need for four different versions of a given armor piece for buildcrafting purposes. We’re also converting the Combat Style socket into an additional mod socket for that armor slot (helmet, gauntlets, etc.). We are also reducing the energy cost of many of those mods, helping give you more opportunities to mix and match.

Additionally, armor mods that previously provided benefits to weapons based on their archetype (for example, Hand Cannon Loader) will now instead provide benefits to weapons based on their damage type. This levels the playing field for all weapon archetypes and should make it easier to put together a powerful suite of mods to benefit multiple weapons in your loadout sharing a damage type.

Artifact mods will no longer be applied to your armor. Instead, they will become passive unlocks. If you unlock a mod in the artifact, it is activated at all times. The catch is that you can only unlock 12 artifact mods at a time. Resetting the artifact will be free, so you can still quickly swap perks, but it needs some limit for balance.

This, of course, makes the extra artifact mod slot in Artifice armor useless, so . . .

Starting in Lightfall, Artifice armor will have a new unique mod slot that grants three additional points to your character stats like strength, mobility, intellect, etc. This will help you round out your stats as you perfect your builds.

Match Game is being removed from the game. Matching damage will still break shields faster, but it will no longer be all but impossible in Grandmasters. They specifically say a 50% damage reduction against non-matching shields.

I'm just going to quote the whole section about Champions because it's too good to try and summarize.

Another thing that has a huge impact on your build are Champions. We want to make how you counter Champions more logical. That should also make it easier to learn how to deal with them in the first place. So, while you will still have a selection of anti-Champion Artifact perks available to you based on your current weapon selection, we are also adding some anti-Champion options to your subclasses to complement your weapons.

  • Barrier Champions (Solar, Void, and Strand Counter)
    • When using volatile rounds from your weapon it will also pierce the barrier and stun the Champion. When a player is radiant, their attacks pierce Champion’s shields and stun them. Strand will also have a method of piercing barriers.
  • Overload Champions (Arc, Stasis and Void Counter)
    • Damaging an overload Champion by triggering the jolted condition stuns the Champion. Likewise, suppressing the Champion stuns them, as does slowing them with Stasis.
  • Unstoppable Champions (Arc, Solar, Stasis, and Strand Counter)
    • Blinding an Unstoppable Champion instantly stuns them. Encasing them in Stasis and then shattering it or triggering a Solar ignition on them likewise stuns them. Strand will also include an Unstoppable Champion counter.


And finally, changes to Combat Style mods:

They seem to be combined into the Armor Charge system. Taking Charge is automatically granted to your character when you equip any mod that will take advantage of the system. So picking up orbs is inherent now, if you have any mod equipped that will use them. Most mods that previously gave you Charged with Light or created an Elemental Well will now create an Orb of Power instead.

At the base level, you can have up to 3 stacks of Armor Charge (with mods available to increase that up to 6).

There are some mods that will grant a passive benefit while Charged. If using one of these mods, it will remove one Charge every ten seconds. That time can be increased with other mods. For example, Font of Wisdom will grant increased Intellect for ten seconds per Charge stack. If you have something that removes a stack upon trigger, it will take priority and consume a Charge stack and remove the Font of Wisdom buff until you become Charged again. Finisher mods will now take from you Charge stacks instead of eating into your Super.

Wells are going away, but will be replaced by class specific items. Ionic Traces for Arc, Shards for Stasis (both of which already exist), Firesprites for Solar, Void Breaches for Void, and one they didn't name for Strand.

The ability to spawn these objects will not come from armor mods but from your subclass instead. For example, while the Ember of Tempering Fragment is active for Solar Hunters, it will now create a Firesprite when you defeat an enemy with a Solar weapon.

Picking up any of these objects will grant ability energy or have other effects depending on your subclass build. For example, if you’re running a Solar subclass and you have the new Ember of Mercy Fragment equipped, picking up a Firesprite will grant you the restoration effect. The number of these types of interactions will be limited at launch, but we intend to add to this system moving forward.

Warmind Cells are just gone. Goodbye.

This part is worth just quoting:

While the main goals here were to streamline the buildcrafting experience, we also had to do some tuning while we were under the hood to address some of the power spikes certain build combinations created. As we said previously, we looked at every single mod and some were changed, moved to other slots, transitioned to other abilities, or removed. With the removal of Armor Energy type and the consolidation of mechanics into Armor Charge, some mods became redundant and were removed. Some ability energy gains, stat bonuses, and weapon damage bonuses from mods have been reduced, though we’ve also added some new mods to expand your build possibilities. Not all previous builds are going to be able to be recreated one-to-one, but the system has been changed enough to open up a lot of new possibilities with new mods and ability combinations.


I think these mostly sound like good, smart changes. Wells being nerfed was almost a certainty. It's disappointing in some regards, because it's just so damn fun. My arc Titan has almost literally 100% uptime on every ability. It's fun as hell, but it's probably not good for game balance and difficulty. Nice to see them adding Well equivalents for ability recharge to the subclasses, though, even though they'll be far more limited in both creation and utility.

The Champion changes are great, and much closer to what I've always wanted from Champions. We'll still have to play around them in specific ways, but with many more options for dealing with them.

I also love the removal of match game. Lots of things they've added have encouraged specializing in one element type, and match game made than unrealistic if not outright impossible. I appreciate the teamwork and coordination aspect of what it feels like they were attempting there, but it was never realistic to expect that to work completely in Grandmasters. I feel like it might now. Now, if only we could get some good inter-element reactions for some fun interplay between a fireteam of completely different elements.


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