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I’ve always said I don’t mind specific aspects and supers to be either PVP or PVE only! Opens up so many opportunities
That affinity/elemental idea screams monster hunter
26:52 I miss when scopes were unique
My first destiny piece of content in over a year. I really hope that the community can take over the franchise from the shell that is bungie.
34:25 in marathon destroyer has a gold core where his shield absorbing damage will send a missile at the attacker, they could implement something similar
Drifter class would be sick
if i had to buildcraft with randoms in a public event i'd prolly explode, lots of great ideas but simplicity is super important for new player experience and enjoyment alike
Id love to sign up to test that game
Fragments being an armor mod make so much sense. Putting a fragment onto something to alter it is something I can physically see our characters doing.
16:38 - Im currently replaying D1, and when I got the Starngers Rifle I was in heaven. I hated it the first time around, but I have only just taken it off once I hit L40 and got me a Ketstone from Dead Orbit (Love that scout). What I'm saying is each level from white/grey to green to blue to purple feels like you are getting stronger as you pay.
From an aspect perspective, how about totally different aspects for PvP & PvE??Would encourage specific build crafting and help create a dynamic experience between the two.
Moustache looks like a Fallen Walker.
as a warlock hearing "remove well" i thought 'hm ok let'em cook' then "also bubble" and seeing az's reaction sent me instantly, brother was so shook
Give us a variation of Cod's Pick 10 system for fragments and aspects. Give intrinsic bonuses for running a mono subclass
Okay, hear me out for your Void Titan Sentinel Shield Super for support purposes. I’ve had this idea for a while now: So when Sentinel Shield is deployed (the actual shield), bullets fired through it from the player’s side increase in damage. What if there was a progress bar tied into the Sentinel Shield mechanic? As weapons are fired through the shield, the bar fills. When the Suped Titan activates Shield Throw, the damage/stagger output and number of ricochets of the shield scales with how full the bar was at the time of activation. What this does is allows the Suped Titan to output more damage, gives the other fireteam members more incentive to group alongside the Titan, AND gives enemies a chance to damage the team during Shield Throws so it’s not a 1-sided OP Super. Risk vs Reward. “Do I throw my shield to damage, or should I keep it up longer until the team takes out more enemies?” It gives the player a strategic ultimatum, and not just has them keeping a shield up the whole super. Along with this, I would have the Super length extend depending on how many times the Shield Throw RICOCHETS off targets, rather than how much damage is blocked with Sentinel Shield. This also plays into the Risk vs Reward ultimatum. “Do I need to throw my shield to add a little more time to cover my teammates? Or should I keep it up longer to allow them to recover?” I think this would play a lot better into the TANK build for Sentinel Shield, and encourage more team communication and coordination amongst the fireteam. But that’s just me LOL
I don't mind the removal of Well/Bubble but DPS phases would have to be balanced around those not existing. That being said if sentinal shield still exists it would just become the new Well. Then again it is the trade off of one person's DPS being out of rotation so idk. On the ability/guns side I'd love to see abilities lean harder into effects like burn, weaken, freeze, etc with higher cooldowns, longer duration, and a little less damage that way they're more like a set in place effect to add on while your doing weapon damage. So you'd throw a grenade to weaken and everyone's would stack so the boss takes 5X damage for 15 seconds, a solar melee so he's burning while taking extra damage, warlock throws a Nova Bomb for a big chunk, etc, and then while the boss is taking constant and increased chip damage everyone is firing everything they've got. Also holy fuck that mustache HAS to go. It's a horrendous fusion of Hitler and Shan Yu (Villain from Mulan). Either trim it down to be mustache shaped or let it go because it's actually distracting.
remember the OEM when it first came out....that should be an exotic
The best way to balance out ability spam would to be able to super charge your weapons with your abilities. For example, you have a sword — you can supercharge your sword by hitting some kind of toggle, and then eating your nade kind of like you do with devour. Your sword could then be super charged to have destabilizing rounds explosions with each swing. You could do the same with guns that use bullets, or trace rifles. Use it with Arc abilities and you’d do jolt, use solar abilities and you’d cause scorch.
This will be interesting because it'll help people realise how difficult it is to make a game and why games like Destiny take million to produce.
6:12 another class could be Medic, this class's abilities would focus around generating armor and health. for example if your fighting say Oryx, titan pops shield, healer pops med bubble (bubble doesn't stop damage) it heals players health, once at or if already at full health it would reign shields faster, if at max shield it would generate a over shield, medics would also have way faster revive times meaning the time it takes to revive a team mate is half or more then a normal player reviving someone. maybe even give them a special weapon or peace of gear that allows them to revive ether themselves or 1 team mate 1 time during a mission during the no revive areas.