DBO Forums - Counterpoint: grapples and "warmind" cells https://destiny.bungie.org/forum/ Bungie.Org talks Destiny en Counterpoint: grapples and "warmind" cells (reply) While that’s true, I am absolutely not convinced Bungie is good enough to actually accomplish that. I don’t mean that disparagingly. That is not something I’d say I’ve seen a whole lot of in Destiny.

]]>
https://destiny.bungie.org/forum/index.php?id=180468 https://destiny.bungie.org/forum/index.php?id=180468 Wed, 22 Feb 2023 23:44:17 +0000 DestinycheapLEY
Counterpoint: grapples and "warmind" cells (reply)

Also comes back to basic game design. You can not make areas where Grapple is your only option, unless you force the ability on players (taking away its organic usefulness).

I mean, you can. It's not being integrated as a permanent part of your toolset. It's just another option. Those areas can be alternate paths, or advantageous points without being the only path or advantageous place to be.

Like, you can beat Mario 3 without the raccoon tail. But there's lots of areas where it's required to reach, or other places where it's advantageous to have.

You 100% can create situations for players to exploit with grapple without it being a requirement.

]]>
https://destiny.bungie.org/forum/index.php?id=180467 https://destiny.bungie.org/forum/index.php?id=180467 Wed, 22 Feb 2023 23:16:40 +0000 DestinyCody Miller
Counterpoint: grapples and "warmind" cells (reply)

Other than the (probably rare) times where you grapple to something that’s already moving, the grapple seems marginally more mobile than what we already have with our regular movement. Obviously we haven’t had the chance to use it, yet, but I haven’t seen anything that makes me think the grapple is worth giving up a grenade for.

Also comes back to basic game design. You can not make areas where Grapple is your only option, unless you force the ability on players (taking away its organic usefulness). So absolutely anywhere that this is not the case, Eager Edge, Stompees, Heat Rises, Rampants, Worldline, Shatterskating, etc. All do the same thing, if not better. Especially in a game where Aerial Efficiency makes the grapple a bad idea to begin with.

And yeah, Warmind cells being removed to add value to the Strand balls? Lol. La mayo.
Ruinous Effigy is trying hard not to draw attention to itself now.

]]>
https://destiny.bungie.org/forum/index.php?id=180466 https://destiny.bungie.org/forum/index.php?id=180466 Wed, 22 Feb 2023 22:01:54 +0000 DestinyKorny
Counterpoint: grapples and "warmind" cells (reply) Other than the (probably rare) times where you grapple to something that’s already moving, the grapple seems marginally more mobile than what we already have with our regular movement. Obviously we haven’t had the chance to use it, yet, but I haven’t seen anything that makes me think the grapple is worth giving up a grenade for.

]]>
https://destiny.bungie.org/forum/index.php?id=180465 https://destiny.bungie.org/forum/index.php?id=180465 Wed, 22 Feb 2023 21:34:34 +0000 DestinycheapLEY
Counterpoint: grapples and "warmind" cells (reply) https://destiny.bungie.org/forum/index.php?id=180464 https://destiny.bungie.org/forum/index.php?id=180464 Wed, 22 Feb 2023 20:37:59 +0000 DestinyZackDark Strand Developer Insights video. (reply)

Neat watch, even if I don't feel that they gave a single reason why you would want to use Strand over any other Subclass.


Weren't you always the champion of playing in sub optimal or experimental ways because it might be… fun? :-p

Indeed I am. I’m not saying I want strand to be “more powerful” or “optimal”. I want it to do something new. Recoloring existing abilities is not my idea of “experimentation”. Warframe lets me do that for free.

See, Stasis was a huge change from what we had pre Subclass 3.0.
Stasis didn’t out-DPS the existing classes, it focused on shifting the battlefield. Hunters and Warlocks could sacrifice signature grenades in favor of ice walls, giving them something similar to a Titan Barrier, but with different utility.
Warlocks could use coldsnap grenades to chain their momentum against enemies in ways no ability could before. So on and so forth.

What is Strand if not Subclass 2.0 persevering? What does it bring to the table that you’d say “yes, this is an interesting tool that makes me rethink my approach to combat in Destiny”.

I want there to be something, and as of yet, it’s all just a poor man’s hodgepodge of absolutely everything we’ve seen done better across all 3.0 subclasses.

If Strand was the Destiny equivalent of Borderlands’ Slag damage, or Genshin’s Dendro, where synergy with other classes was its strength, then baby, you’d have a stew going.
I wouldn’t care if it did 10% the damage of the other classes on its own, I’d be the designated Strand guy in all encounters.

]]>
https://destiny.bungie.org/forum/index.php?id=180463 https://destiny.bungie.org/forum/index.php?id=180463 Wed, 22 Feb 2023 20:19:10 +0000 DestinyKorny
Strand Developer Insights video. (reply)

Neat watch, even if I don't feel that they gave a single reason why you would want to use Strand over any other Subclass.

Weren't you always the champion of playing in sub optimal or experimental ways because it might be… fun? :-p

]]>
https://destiny.bungie.org/forum/index.php?id=180462 https://destiny.bungie.org/forum/index.php?id=180462 Wed, 22 Feb 2023 20:02:14 +0000 DestinyCody Miller
Strand Developer Insights video. Take a shot every time someone says "strands" "strings" "create" or "weave".
This feels much closer to an actual ViDoc than "we're just getting started". Neat watch, even if I don't feel that they gave a single reason why you would want to use Strand over any other Subclass.

]]>
https://destiny.bungie.org/forum/index.php?id=180460 https://destiny.bungie.org/forum/index.php?id=180460 Wed, 22 Feb 2023 18:07:44 +0000 DestinyKorny