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Destiny and Halo 5 Thoughts (Potential Halo Spoilers) (Destiny)

by MacAddictXIV @, Seattle WA, Wednesday, October 28, 2015, 12:16 (3553 days ago)
edited by MacAddictXIV, Wednesday, October 28, 2015, 12:45

If you don't deal with "Thought barfing" well, I wouldn't suggest you continue reading. I have a tendency to just type what I'm thinking and it might not be that cohesive.

I was going to say "vs" instead of "and" but in reality they are very different games.

After playing just 3 solo levels I've found there is a giant difference between Destiny and Halo. It's been a while since I have played a Halo game and I've played a lot of Destiny, so I was forgetting if the mechanics were Traditional Halo, New Halo or just Not Destiny.

Immediately upon hitting the start button and the first cinematic comes on, I felt overwhelmed to say the least. "I" was doing a bunch of Bad-ass stuff in the cinematic, but once it was done I felt like I had to live up to that expectation on the first mission except I wasn't given the opportunity. This made me think about Destiny, sometimes a slow and non-cinematic start is the best one. People have bashed Destiny for not have cinematics and up front story line, and it's true they didn't have enough of it. But I kinda felt like Halo 5 had way to much of it.

Combat on the first mission felt like chaos. Maybe it was because I hadn't played a Halo game in a while but it was no Destiny that's for sure. It actually felt like a fast paced multiplayer game than a single player campaign. Even when I slowed down and stopped rushing at enemies, which is usually my style of play, I found that the play style felt like "just pump this guy full of bullets". This was greatly affected by the Destiny style of play where you always zoom for precision shots and you actually aim at stuff. Also, it was really weird to me that you are thrown out of zoom when you take damage.

Mission two felt much better, maybe because I was getting use to it or maybe it was because it was indoor fighting, I don't know. I was actually aiming at things to do more damage. It's really hard to describe how it's different from Destiny. The best way to describe it would be that when you use weapons in Destiny, there is a very defined point to where you shoot a guy, in Halo that boundary seems fuzzier.

I realize that I've been bashing Halo 5 pretty hard. On to the good things. The weapons. I hadn't realized it, but missed the very distinct weapons of Halo. Weapons that were familiar and also new ones. And the variety! I was using roughly 5-6 different kinds of guns per mission and then when I played a second mission I was using 5 more new guns. I would use an Assault Rifle and it felt good, then I would pick up a sub machine gun and say, this is basically the same thing but at the same time it felt SO different. Destiny I think needs to work on making different kinds of guns. When I think of Destiny's guns, I think of 5-6 types of guns. Sure, they have different styles and some exotic versions of them, but they are basically all the same type of gun. However, Destiny has GREAT gun feel. I don't think I've every had a game make me feel like I'm using a gun like Destiny does. The sound, the kick, it just feels like I'm using the gun I'm holding. Halo doesn't give me that feel.

Mobility. It could be because I'm a Titan, but I loved the simple mobility in Halo 5. My favorite encounter so far has been with a Hunter (Halo) and dodging plasma but quick bursts of movement. I remember I have mentioned several times about Destiny is that I miss engaging bigger enemies, like Hunters, toe to toe with a dodging aspect. Halo 5 reminded me of that, getting in the face of a Hunter with a sub machine gun while dodging flying plasma. Destiny needs more of this.

All of this makes it sound like I hate Halo 5. But in fact I am really enjoying it. It's just so different from Destiny. And sometimes that sucks, but I'm finding that it's also a very good thing. I would highly suggest people play Halo 5 to appreciate it for what it is and at the same time better appreciate Destiny as well.

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Regarding precision shots

by kidtsunami @, Atlanta, GA, Wednesday, October 28, 2015, 13:08 (3553 days ago) @ MacAddictXIV

This was greatly affected by the Destiny style of play where you always zoom for precision shots and you actually aim at stuff. Also, it was really weird to me that you are thrown out of zoom when you take damage.

Mission two felt much better, maybe because I was getting use to it or maybe it was because it was indoor fighting, I don't know. I was actually aiming at things to do more damage. It's really hard to describe how it's different from Destiny. The best way to describe it would be that when you use weapons in Destiny, there is a very defined point to where you shoot a guy, in Halo that boundary seems fuzzier.

I love both games

Funny, for me I feel like most enemies now in Halo 5 have very interesting precision points. You can pump a ton of lead into a Knight and take them down any old way. Or you can get a few precision shots off in different parts and take them down super quickly. It actually strongly supports flanking maneuvers and collaboration with your fellow Spartans in a way I simply don't get in Destiny. In Destiny I feel like the objective is to just keep dealing precision damage as quickly as possible regardless of what other guardians are doing. I'm rarely flanking enemies in Destiny, I feel like when the going gets tough, you've got 3 guardians standing shoulder to shoulder focusing on DPS and revives from a distance.

Just really like the more puzzly nature of Halo enemies and absolutely love how much more of a kinetic game it is.

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Regarding precision shots

by MacAddictXIV @, Seattle WA, Wednesday, October 28, 2015, 13:20 (3553 days ago) @ kidtsunami

This was greatly affected by the Destiny style of play where you always zoom for precision shots and you actually aim at stuff. Also, it was really weird to me that you are thrown out of zoom when you take damage.

Mission two felt much better, maybe because I was getting use to it or maybe it was because it was indoor fighting, I don't know. I was actually aiming at things to do more damage. It's really hard to describe how it's different from Destiny. The best way to describe it would be that when you use weapons in Destiny, there is a very defined point to where you shoot a guy, in Halo that boundary seems fuzzier.


I love both games

Funny, for me I feel like most enemies now in Halo 5 have very interesting precision points. You can pump a ton of lead into a Knight and take them down any old way. Or you can get a few precision shots off in different parts and take them down super quickly. It actually strongly supports flanking maneuvers and collaboration with your fellow Spartans in a way I simply don't get in Destiny. In Destiny I feel like the objective is to just keep dealing precision damage as quickly as possible regardless of what other guardians are doing. I'm rarely flanking enemies in Destiny, I feel like when the going gets tough, you've got 3 guardians standing shoulder to shoulder focusing on DPS and revives from a distance.

Just really like the more puzzly nature of Halo enemies and absolutely love how much more of a kinetic game it is.

I also love the flanking nature of Halo, which I agree that Destiny needs to implement. So far Phalanxes and maybe the tanks are the only things you need to flank. I guess what I was trying to say was that the hit boxes are easier to hit and more noticeable (probably due to numbers) in Destiny than Halo.

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RE: Numbers

by kidtsunami @, Atlanta, GA, Wednesday, October 28, 2015, 13:27 (3553 days ago) @ MacAddictXIV

This was greatly affected by the Destiny style of play where you always zoom for precision shots and you actually aim at stuff. Also, it was really weird to me that you are thrown out of zoom when you take damage.

Mission two felt much better, maybe because I was getting use to it or maybe it was because it was indoor fighting, I don't know. I was actually aiming at things to do more damage. It's really hard to describe how it's different from Destiny. The best way to describe it would be that when you use weapons in Destiny, there is a very defined point to where you shoot a guy, in Halo that boundary seems fuzzier.


I love both games

Funny, for me I feel like most enemies now in Halo 5 have very interesting precision points. You can pump a ton of lead into a Knight and take them down any old way. Or you can get a few precision shots off in different parts and take them down super quickly. It actually strongly supports flanking maneuvers and collaboration with your fellow Spartans in a way I simply don't get in Destiny. In Destiny I feel like the objective is to just keep dealing precision damage as quickly as possible regardless of what other guardians are doing. I'm rarely flanking enemies in Destiny, I feel like when the going gets tough, you've got 3 guardians standing shoulder to shoulder focusing on DPS and revives from a distance.

Just really like the more puzzly nature of Halo enemies and absolutely love how much more of a kinetic game it is.


I also love the flanking nature of Halo, which I agree that Destiny needs to implement. So far Phalanxes and maybe the tanks are the only things you need to flank. I guess what I was trying to say was that the hit boxes are easier to hit and more noticeable (probably due to numbers) in Destiny than Halo.

Actually yeah, without numbers made it difficult to tell what was actually happening. I don't even need numbers, just something to indicate "weak hit" vs "strong hit".

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RE: Numbers

by Harmanimus @, Wednesday, October 28, 2015, 19:34 (3553 days ago) @ kidtsunami

The hit markets are neutral on regular hits and red when you hit harder. It's pretty easy to miss, though.

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Regarding precision shots

by cheapLEY @, Wednesday, October 28, 2015, 15:53 (3553 days ago) @ kidtsunami

Funny, for me I feel like most enemies now in Halo 5 have very interesting precision points. You can pump a ton of lead into a Knight and take them down any old way. Or you can get a few precision shots off in different parts and take them down super quickly.

It took me a few encounters to figure this out. I kept thinking "Holy crap, they made the Knights hard as hell this time!" and then I hit the yellow things and armor started falling off. I think it's great.

I do like that they encourage flanking, but man, the Warden encounters suck so hard. Maybe I was doing something wrong, but the Warden would not focus on anyone other than me. so it was tough to get behind him.

THIS ^^^

by Claude Errera @, Wednesday, October 28, 2015, 16:02 (3553 days ago) @ cheapLEY

A thousand times, this.

I CANNOT get him to look at anyone else on the team. :(

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THIS ^^^

by cheapLEY @, Wednesday, October 28, 2015, 16:06 (3553 days ago) @ Claude Errera

A thousand times, this.

I CANNOT get him to look at anyone else on the team. :(

If you have enough ammo, you can just pump shots into his face and he'll eventually die, but it's what amounts to Destiny-style cheesing your way through.

Alternatively, if you get in close, his sword attack isn't impossible to dodge, and he'll stay in his animation long enough for you to get some good shots into his back. But you're screwed if you're out in the open and he shoots that orb thing at you.

I also have tried sending my team to a point way in the back, then once they're back there, having them focus fire on him, but that doesn't actually seem to work very well, as they usually just end up dying on the way to the back.

THIS ^^^

by Claude Errera @, Wednesday, October 28, 2015, 16:09 (3553 days ago) @ cheapLEY

A thousand times, this.

I CANNOT get him to look at anyone else on the team. :(


If you have enough ammo, you can just pump shots into his face and he'll eventually die, but it's what amounts to Destiny-style cheesing your way through.

Alternatively, if you get in close, his sword attack isn't impossible to dodge, and he'll stay in his animation long enough for you to get some good shots into his back. But you're screwed if you're out in the open and he shoots that orb thing at you.

I also have tried sending my team to a point way in the back, then once they're back there, having them focus fire on him, but that doesn't actually seem to work very well, as they usually just end up dying on the way to the back.

Heh - or they die when you get hurt and they come back to revive you. :)

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THIS ^^^

by CruelLEGACEY @, Toronto, Wednesday, October 28, 2015, 18:15 (3553 days ago) @ Claude Errera

I also have tried sending my team to a point way in the back, then once they're back there, having them focus fire on him, but that doesn't actually seem to work very well, as they usually just end up dying on the way to the back.


Heh - or they die when you get hurt and they come back to revive you. :)

I'm up to the first Warden fight on my solo legendary playthrough; the "order teammates to revive me" mechanic has become a total joke. They ALWAYS get killed by whatever it was that killed me moments earlier.

THIS ^^^

by TheGhostBrigade, Wednesday, October 28, 2015, 19:44 (3553 days ago) @ cheapLEY

By your third encounter with him I figured out that you could just blast him in the face until he became frozen/staggered, then quickly run around behind him and blast his back until he was dead. Took forever for me to figure that out though. I think he remains "staggered" as long as you keep pumping him full of lead in the back.

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THIS ^^^

by cheapLEY @, Wednesday, October 28, 2015, 21:51 (3553 days ago) @ TheGhostBrigade

By your third encounter with him I figured out that you could just blast him in the face until he became frozen/staggered, then quickly run around behind him and blast his back until he was dead. Took forever for me to figure that out though. I think he remains "staggered" as long as you keep pumping him full of lead in the back.

Now I feel dumb. I didn't realize that. I knew once you did enough damage he entered that state, but I was usually way too far away to get close enough and around behind him.

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heh yeah, haven't played without a full fireteam yet

by kidtsunami @, Atlanta, GA, Wednesday, October 28, 2015, 17:51 (3553 days ago) @ cheapLEY

We all took off work yesterday for it specifically so it worked out nicely. Not looking forward to getting my bruising as I rock solo legendary.

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heh yeah, haven't played without a full fireteam yet

by uberfoop @, Seattle-ish, Wednesday, October 28, 2015, 18:04 (3553 days ago) @ kidtsunami

We all took off work yesterday for it specifically so it worked out nicely. Not looking forward to getting my bruising as I rock solo legendary.

I'm not sure I'll ever bother with this game solo legendary. The "shoot it in the back" encounters seem really janky without at least one other human player. With just AI buddies there's a rather broken situation that you have to just sort of wait around, where the friendly AI is programmed to do anything except the thing that would help you out in a big way, and the enemy AI is programmed to nigh-constantly stare at human players.

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He staggers if you shoulder charge him. On easy. :3

by Funkmon @, Wednesday, October 28, 2015, 20:27 (3553 days ago) @ cheapLEY

- No text -

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I love Halo 5.

by Funkmon @, Wednesday, October 28, 2015, 13:18 (3553 days ago) @ MacAddictXIV
edited by Funkmon, Wednesday, October 28, 2015, 13:23

I did not like Halo 4, but Halo 5 is fantabulous, I think for a lot of the reasons you just mentioned.

For example, the sheer enemy numbers. It's nice to step into a big ass room and have a bunch of dudes shoot at you and not die immediately. It's nice to run around and just smack people and not go down in 4 shots. I like not using the hide and stick to cover fighting in Destiny. I like being a super soldier. I like the simplicity of just shooting the shit out of a bad guy, too. Halo 5 also rewards people who are tactical with their team as well. It's a game for everyone!

I spent two missions using only the shoulder charge to kill people. It was huge fun! The guns are all fun too! Halo 5 is a ton of fun!

It feels like a more modern shooter than Halo 4, which makes sense, because it is. But it plays really well. Everything is satisfying. The driving's good too. This is the most fun I've had playing Halo campaign mode since Halo 2.

In Destiny, I like to explore stuff just to see where it goes, but in Halo 5 I explore hallways thinking "I wonder what kind of neat stuff in this one."

Besides the story being nigh incomprehensible to me, my only real problems are the cinematics, where everyone's skin looks like it's made out of 20 grit sandpaper with no elasticity.

343 has made a believer out of me. Now to just wait until the game goes on sale later to buy it.

EDIT: this may be the most fun I've had doing Halo campaign since Halo, actually.

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I'm enjoying it, too.

by Kermit @, Raleigh, NC, Wednesday, October 28, 2015, 14:01 (3553 days ago) @ Funkmon

- No text -

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What mechanics/aspects do you wish was in Destiny?

by MacAddictXIV @, Seattle WA, Wednesday, October 28, 2015, 14:04 (3553 days ago) @ MacAddictXIV

I've already mentioned a couple things, like being about to go toe-to-toe with bigger enemies such as Hunters via a mechanic like dodging.

What else does Halo do well that would improve Destiny?

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What mechanics/aspects do you wish was in Destiny?

by Xenos @, Shores of Time, Wednesday, October 28, 2015, 14:07 (3553 days ago) @ MacAddictXIV

I've already mentioned a couple things, like being about to go toe-to-toe with bigger enemies such as Hunters via a mechanic like dodging.

What else does Halo do well that would improve Destiny?

Vehicle play is really the only one I can think of off the top of my head. Though I thought Halo 5's vehicle levels were somewhat lackluster, I still miss the levels completely designed to be played in a tank or Warthog.

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What mechanics/aspects do you wish was in Destiny?

by Cody Miller @, Music of the Spheres - Never Forgot, Wednesday, October 28, 2015, 14:26 (3553 days ago) @ Xenos

I've already mentioned a couple things, like being about to go toe-to-toe with bigger enemies such as Hunters via a mechanic like dodging.

What else does Halo do well that would improve Destiny?


Vehicle play is really the only one I can think of off the top of my head. Though I thought Halo 5's vehicle levels were somewhat lackluster, I still miss the levels completely designed to be played in a tank or Warthog.

I've always and still maintain that Destiny's design prohibits vehicle play, by nature of the emphasis on leveling up weapons and armor to do more damage. If you got in a vehicle, you'd have the same gun as everyone else…

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Not in my custom warthog

by Durandal, Wednesday, October 28, 2015, 14:39 (3553 days ago) @ Cody Miller

Remember, sparrows were supposed to be upgradable and personalizable. It wouldn't be far fetched to have a warthog equivalent a player could call down and have his fireteam buddies hop on for a ride. They could even have their heavies act as mounted weapons on it.

Not that I would be opposed to a "standard pattern" vehicle, much like the interceptor or pikes are in game currently. I always enjoyed the open vehicle levels in Halo and the chance to tear through things at breakneck speed.

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Not in my custom warthog

by MacAddictXIV @, Seattle WA, Wednesday, October 28, 2015, 14:47 (3553 days ago) @ Durandal

Remember, sparrows were supposed to be upgradable and personalizable. It wouldn't be far fetched to have a warthog equivalent a player could call down and have his fireteam buddies hop on for a ride. They could even have their heavies act as mounted weapons on it.

Not that I would be opposed to a "standard pattern" vehicle, much like the interceptor or pikes are in game currently. I always enjoyed the open vehicle levels in Halo and the chance to tear through things at breakneck speed.

Yeah, I would love a map where you can tear through things with a fireteam per vehicle and have like 3-4 of them just mowing down enemies and facing bigger vehicles. That would be glorious.

I don't think it would work for PvP, but PvE I could totally see it.

Not just Halo, but

by TheeChaos @, Wednesday, October 28, 2015, 14:51 (3553 days ago) @ MacAddictXIV

Weapon skins are a nice touch, and having a more customizable armor shading system would be great.

Just a side note, the grenades are definitely a change up. I am used to throwing one then having a cooldown, not just slinging grenades nearly non stop.

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Destiny and Halo 5 Thoughts (Potential Halo Spoilers)

by JDQuackers ⌂ @, McMurray, PA, Wednesday, October 28, 2015, 14:18 (3553 days ago) @ MacAddictXIV

Also, it was really weird to me that you are thrown out of zoom when you take damage.

This has been my biggest hurdle with playing H5. So far, I'm enjoying it... but losing ADS when you are damaged is really screwing with my head.

In the old Halo games the same thing happened, but the difference was that the "ADS" for the weapons that supported it was a toggle. You would click the stick to zoom and then if you got knocked out of your zoom, you would have to click the stick again to go back.

In H5, ADS is left trigger just like Destiny. You have to hold the left trigger in to maintain ADS, but then you can get knocked out of it even though your finger is still holding the trigger. This really throws me off.

I wish they would have implemented a really sharp left trigger rumble when you get knocked out of ADS to help with the feedback loop of "my armor-clad super soldier just got scared and stopped aiming down sights"

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Destiny and Halo 5 Thoughts (Potential Halo Spoilers)

by MacAddictXIV @, Seattle WA, Wednesday, October 28, 2015, 14:37 (3553 days ago) @ JDQuackers

Also, it was really weird to me that you are thrown out of zoom when you take damage.


This has been my biggest hurdle with playing H5. So far, I'm enjoying it... but losing ADS when you are damaged is really screwing with my head.

In the old Halo games the same thing happened, but the difference was that the "ADS" for the weapons that supported it was a toggle. You would click the stick to zoom and then if you got knocked out of your zoom, you would have to click the stick again to go back.

In H5, ADS is left trigger just like Destiny. You have to hold the left trigger in to maintain ADS, but then you can get knocked out of it even though your finger is still holding the trigger. This really throws me off.

I wish they would have implemented a really sharp left trigger rumble when you get knocked out of ADS to help with the feedback loop of "my armor-clad super soldier just got scared and stopped aiming down sights"

I've also been trained by Destiny that if you aren't in ADS then if you plan on hitting anything you best just stick your gun in their gut and fire otherwise good luck hitting anything. That's not at all true in Halo 5. In fact, going into ADS for most guns is just a bonus. It's the specialty guns that require you to ADS to get target locks and stuff.

It was a really weird transition :-)

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^^^ This... Big time ^^^

by CruelLEGACEY @, Toronto, Wednesday, October 28, 2015, 15:12 (3553 days ago) @ MacAddictXIV

My favorite encounter so far has been with a Hunter (Halo) and dodging plasma but quick bursts of movement. I remember I have mentioned several times about Destiny is that I miss engaging bigger enemies, like Hunters, toe to toe with a dodging aspect. Halo 5 reminded me of that, getting in the face of a Hunter with a sub machine gun while dodging flying plasma. Destiny needs more of this.


Destiny pits you against plenty of large enemies, most of them bosses. But most bosses in Destiny are bullet sponges and have 360-degree attacks that crush anyone who gets close. The "Hunter Dance" as I like to call it is classic Halo combat, and I hadn't realized how much I missed it until I played Halo 5. Getting up in a Hunter's face, jumping and dashing around like a madman to dodge the hunter's slams and plasma blasts... it's so much fun :D

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^^^ This... Big time ^^^

by MacAddictXIV @, Seattle WA, Wednesday, October 28, 2015, 15:18 (3553 days ago) @ CruelLEGACEY

My favorite encounter so far has been with a Hunter (Halo) and dodging plasma but quick bursts of movement. I remember I have mentioned several times about Destiny is that I miss engaging bigger enemies, like Hunters, toe to toe with a dodging aspect. Halo 5 reminded me of that, getting in the face of a Hunter with a sub machine gun while dodging flying plasma. Destiny needs more of this.

Destiny pits you against plenty of large enemies, most of them bosses. But most bosses in Destiny are bullet sponges and have 360-degree attacks that crush anyone who gets close. The "Hunter Dance" as I like to call it is classic Halo combat, and I hadn't realized how much I missed it until I played Halo 5. Getting up in a Hunter's face, jumping and dashing around like a madman to dodge the hunter's slams and plasma blasts... it's so much fun :D

This would also open up opportunities for 1 person to distract and interact with the boss while the other two hit weak spots. I feel like most boss battles put you in one of two roles, either add clearing or DPS on Boss. It would be much more fun if someone, Like a Titan who I felt was supposed to have the role from day one, would be the one drawing an enemy's attention away from the DPSers.

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The funny thing

by kidtsunami @, Atlanta, GA, Wednesday, October 28, 2015, 15:30 (3553 days ago) @ MacAddictXIV

My favorite encounter so far has been with a Hunter (Halo) and dodging plasma but quick bursts of movement. I remember I have mentioned several times about Destiny is that I miss engaging bigger enemies, like Hunters, toe to toe with a dodging aspect. Halo 5 reminded me of that, getting in the face of a Hunter with a sub machine gun while dodging flying plasma. Destiny needs more of this.

Destiny pits you against plenty of large enemies, most of them bosses. But most bosses in Destiny are bullet sponges and have 360-degree attacks that crush anyone who gets close. The "Hunter Dance" as I like to call it is classic Halo combat, and I hadn't realized how much I missed it until I played Halo 5. Getting up in a Hunter's face, jumping and dashing around like a madman to dodge the hunter's slams and plasma blasts... it's so much fun :D


This would also open up opportunities for 1 person to distract and interact with the boss while the other two hit weak spots. I feel like most boss battles put you in one of two roles, either add clearing or DPS on Boss. It would be much more fun if someone, Like a Titan who I felt was supposed to have the role from day one, would be the one drawing an enemy's attention away from the DPSers.

Is the precision point on a ton of Destiny enemies is really hard to get to if they're not facing you. It's a bizarre enemy design in a game SO focused on playing with other people. Outside of Raids I felt much more connected with my fellow spartans than I do my guardians...

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DPS

by Blackt1g3r @, Login is from an untrusted domain in MN, Wednesday, October 28, 2015, 16:01 (3553 days ago) @ MacAddictXIV

It would be much more fun if someone, Like a Titan who I felt was supposed to have the role from day one, would be the one drawing an enemy's attention away from the DPSers.

But Bungie says that all classes are DPS classes. They don't want Titans to be tanks.

Of course then they describe Titans as if they are all about close-range melee. I think this is why a lot of people get annoyed by the fact that the warlock has greater melee range and can kill a Titan first if it's just about the melee attack.

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DPS

by MacAddictXIV @, Seattle WA, Wednesday, October 28, 2015, 16:27 (3553 days ago) @ Blackt1g3r

It would be much more fun if someone, Like a Titan who I felt was supposed to have the role from day one, would be the one drawing an enemy's attention away from the DPSers.


But Bungie says that all classes are DPS classes. They don't want Titans to be tanks.

Of course then they describe Titans as if they are all about close-range melee. I think this is why a lot of people get annoyed by the fact that the warlock has greater melee range and can kill a Titan first if it's just about the melee attack.

Yeah, I'm one of those people who are annoyed at how Bungie hypes Titans up in lore as the enemy line breaks and brawlers and then make them the worst at it in anything other than FoH.

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^^ This is why

by slycrel ⌂, Wednesday, October 28, 2015, 17:38 (3553 days ago) @ Blackt1g3r

Bungie is trying really hard to avoid 2 things.
1- the MMO holy trinity of tanks, healers and DPSers.
2- the mess that is guild wars 2 where anyone can do anything, but you still (sort of) have the holy trinity anyway.

That's what makes bosses bullet sponges and bosses that don't directly pay attention to you. And why it's a raid mechanic to "taunt" golgoroth.

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^^ This is why

by Blackt1g3r @, Login is from an untrusted domain in MN, Wednesday, October 28, 2015, 19:28 (3553 days ago) @ slycrel

Bungie is trying really hard to avoid 2 things.
1- the MMO holy trinity of tanks, healers and DPSers.
2- the mess that is guild wars 2 where anyone can do anything, but you still (sort of) have the holy trinity anyway.

That's what makes bosses bullet sponges and bosses that don't directly pay attention to you. And why it's a raid mechanic to "taunt" golgoroth.

I haven't really played any MMOs or Guild Wars 2, but it seems like Bungie is avoiding those things without presenting a good alternative. It seems to me that in an MMO those roles exist to make the simplicity of dealing damage more interesting. But by avoiding those roles without changing the simplicity of combat Destiny feels like it's missing something that Halo used to have.

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^^ This is why

by Funkmon @, Wednesday, October 28, 2015, 20:30 (3553 days ago) @ Blackt1g3r

Idk I'd Destiny has enough players to support those roles. In MMOs you need tons of dudes. In Destiny, more often than not, it's just you and a few other dudes. Having non DPS guys would be a waste.

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^^ This is why

by slycrel ⌂, Wednesday, October 28, 2015, 21:29 (3553 days ago) @ Blackt1g3r

Basically, what I posted above is confirmed when bungie says "we don't want you to have to have class x for a given encounter". a 3 man fireteam can lead to a tank, a healer, and a DPSer.

in WoW, really good tanks were hard to come by. Same with really good healers. Good DPS is what everyone always wants to be -- they want to be doing the damage, not healing their buddies or (often, but not always) tanking.

The golgoroth fight is a good example of this. People lean towards the one pool method because it's "easier". But i think it's also because it's more fun.

Would you rather be holding the gaze or DPSing him down in the pit?

Would you rather be cleaning up cursed thralls, keeping other people alive, or DPSing the boss?

DPS is fun. Healing and tanking is fun in it's own way, but DPSing is what most people really enjoy. So I can understand why they are approaching it that way. It would make certain classes, and builds, mandatory, especially at the end game.

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^^ This is why

by Harmanimus @, Thursday, October 29, 2015, 15:30 (3552 days ago) @ slycrel

I actually really like that there is flexibility between classes and that roles within Raids are important. I personally don't like getting into the DPS competition, but really like the Golgoroth fight because it lets me pull aggro and fulfill a non-DPS role. And with the folks I raid with, I can do that same role on any of my classes.

Relics in VoG and CE had a similar effect, though in all but a single encounter that is one of six fireteam members. Add in one for adds and you have four doing DPS. I'm fine with that sort of spread, personally, but do think more encounters should require roles. Court of Oryx brings a little of that in, but not much because it's expected to have to deal with randoms. The number of times I've watched someone sword the mechanic shield knights away from each other (while the shields are up) is disappointing. But with communicating people that fight is easy.

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^^^ This... Big time ^^^

by cheapLEY @, Wednesday, October 28, 2015, 16:02 (3553 days ago) @ CruelLEGACEY

Destiny pits you against plenty of large enemies, most of them bosses. But most bosses in Destiny are bullet sponges and have 360-degree attacks that crush anyone who gets close. The "Hunter Dance" as I like to call it is classic Halo combat, and I hadn't realized how much I missed it until I played Halo 5. Getting up in a Hunter's face, jumping and dashing around like a madman to dodge the hunter's slams and plasma blasts... it's so much fun :D

It's a little funny (in a slightly sad way) that Bungie have sort of forgot the house they built with Halo, and some of the things that made Halo so much fun.

Just like what you described, and the lack of vehicles, and . . . the list could go on.

I mean, Destiny feels so, so good for gunplay, but it certainly lacks a lot of things that made Halo great, and things I would have expected Bungie to continue experimenting with, but it wasn't until another great Halo game came around that I really noticed the lack of some of those things.

The Warden's (and Hunter pairs) are interesting encounters (made awful if you're not playing with real people) that Destiny could certainly use the likes of. Destiny seems to mostly be a game of stand at a distance and pump bullets into it, where as Halo really encourages jumping into the fray and mixing it up.

As a side note, did Halo 5 seem easier to anyone else? I played through on Heroic, and other than the few Warden encounters, I breezed through it. Maybe it's on par with the other games, but I seem to remember Heroic being a bit more challenging than that.

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Yes.

by Funkmon @, Wednesday, October 28, 2015, 20:46 (3553 days ago) @ cheapLEY

I play on easy, but as of mission 10, this is by far the easiest of the Halo games.

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We're also all probably a little more "in shape"

by kidtsunami @, Atlanta, GA, Thursday, October 29, 2015, 12:35 (3552 days ago) @ Funkmon

My campaign play tails off way before the next Halo comes out, so the fact that I've been grinding my way through Destiny means my skills are still pretty sharp.

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Yes.

by CruelLEGACEY @, Toronto, Thursday, October 29, 2015, 13:38 (3552 days ago) @ Funkmon

I play on easy, but as of mission 10, this is by far the easiest of the Halo games.

I haven't tried easy, but Heroic felt roughly on par with the previous games, Legendary is really tough. It feels close to Halo 2 in terms of how punishing it is.

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Yeah, plenty of snipers

by kidtsunami @, Atlanta, GA, Thursday, October 29, 2015, 14:20 (3552 days ago) @ CruelLEGACEY

- No text -

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^^^ This... Big time ^^^

by Harmanimus @, Thursday, October 29, 2015, 15:20 (3552 days ago) @ cheapLEY

Honestly, I got the very distinct feeling from Destiny that Bungie was trying to forget some of those things so that they could ty different things as new. You don't trade a franchhise like Halo for independence just to make another Halo.

That is not to say I think Destiny wouldn't benefit from more Raid-lite encounters and more involved Vehicle play, I just don't think at its core that Destiny in Year 1 was focused on recreating Halo. But Year 2 has started to bring broader gameplay in, even if just in small frying pand like Court of Oryx, or with the Taken Special abilities. I would imagine they'll continue to grow more things that can be done solo, but are easier with a fireteam, and even easier with a communicating, role-oriented fireteam.

Really, though, a mission or area that is "hostile to foot traffic" that lets you access some heavier, team-vehicles would be nice. And either vehicles only (like rocket race) or Combined arms with Trickle for Supers/no Supers might be a nice diversion.

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Destiny and Halo 5 Thoughts (Potential Halo Spoilers)

by cheapLEY @, Wednesday, October 28, 2015, 16:13 (3553 days ago) @ MacAddictXIV

Combat on the first mission felt like chaos.

A lot of the game felt like this to me, in a very good way. I think the level and encounter design in Halo 5 is maybe the best the series has seen so far (excluding the relatively mediocre vehicle segments). They did such a great job of making the play space dense, and they really packed it full of enemies! It felt authentic, in a way that some of the other Halos haven't. Like, we're in a war, and sent one Elite a few Grunts out there to defend this area? Halo 5 fixed that for sure.

I realize that I've been bashing Halo 5 pretty hard. On to the good things. The weapons.

The weapons in Halo are so great, I agree. I love the Forerunner weapons this time around, and I thought they were just terrible and boring in Halo 4.

Mobility. It could be because I'm a Titan, but I loved the simple mobility in Halo 5. My favorite encounter so far has been with a Hunter (Halo) and dodging plasma but quick bursts of movement. I remember I have mentioned several times about Destiny is that I miss engaging bigger enemies, like Hunters, toe to toe with a dodging aspect. Halo 5 reminded me of that, getting in the face of a Hunter with a sub machine gun while dodging flying plasma. Destiny needs more of this.

I actually played through most of Halo 5 forgetting about the dodge ability. But the movement in Halo 5 is top-notch. It just feels right. The new stuff they've added in this regard feels like it could have always been in Halo, it fits so well and feels so natural.

All of this makes it sound like I hate Halo 5. But in fact I am really enjoying it. It's just so different from Destiny. And sometimes that sucks, but I'm finding that it's also a very good thing. I would highly suggest people play Halo 5 to appreciate it for what it is and at the same time better appreciate Destiny as well.

I love Destiny very much, but I am so glad that Halo 5 is basically nothing like. It was so refreshing to jump into a classic Halo campaign and play through it without worrying about any leveling up or upgrades or drops . . . I loved every second of it, and will definitely be not playing as much Destiny for the foreseeable future.

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