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When death is of little consequence (Destiny)

by Speedracer513 @, Dallas, Texas, Sunday, August 10, 2014, 11:09 (3762 days ago) @ RC

The measure of skill in Destiny isn't simply 'success', but the volume and potency of it.

Supers, grenades and power-melees all recharge. But are you going to get 1 cheap kill with your Super, or wipe out their entire team with it? Do you stomp on one noob rushing your defence, or use it to secure the crucial 2nd objective?

Everyone will get one Super every few minutes, anyway, but are you going to be the one getting it every 60 seconds? Are you generating Orbs of Light left and right for your team in a glorious synergy of death? Do you get grenades every 30 seconds, or every 10 because you've optimised your armour set up?

Do you pick up the heavy ammo alone and get a few easy rocket kills, or is your entire team with you, all getting Heavy Ammo, and using it to wipe the enemy team several times? Do you sacrifice your team's positioning momentarily to secure all that extra heavy ammo and then push forward again?

In Halo Slayer, getting a mutual melee kill usually wasn't that great for anyone. But in Destiny Control, if you have 2 (or more) control zones, a mutual kill still puts you further ahead (by 50 or even 200 points). It's a perfectly valid move for you, and a bad result for your opponent's team. Unless it's to secure something bigger.

A Fallen Captain will still go down if you just hit it with your scout rifle over and over, but if a single Arc Sniper headshot puts it down, why aren't you doing that?

Sure, any scruffy band of noobs can struggle through the Devil's Lair Strike in 45 minutes. But can they become an elite death squad and rip through it in 10 minutes?

Wow. Incredibly well-stated. This perfectly describes the magic of Destiny. Your post both (a) illustrates that skill and strategy are not missing in Destiny, only that the form of strategy and skill is changed (for the better if you ask me), and (b) inspires me to be more badass.


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