Luke Smith's latest 'Destiny 2' reveals vast nerves and tests of Osiris



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Luke Smith finished his magnum opus Destiny 2 info, past, present and future, with a new room today who talks about sandbox changes, PvP and the future of destiny as a changing world. He has already reviewed past mistakes, information about armor and power level changes before that.

Smith spends a lot of time talking about something that most destiny the players hate: the nerves. But the general idea is that we have reached a critical point with a power level to the point where it is really difficult to design new content around it. So we have to make some changes. So, what's coming up?

The amount of damage goes down, but it's not a nerve

Smith explains that to avoid the constant appearance of 999 999 maximum numbers, he must proceed to a scale adjustment that makes it look as if you were doing less damage, but that's really not the case. I understand that, because with the new power gains, it can spiral quickly, it seems that the tests revealed that it was what would happen in Shadowkeep, which would only 999 999 seconds without adjustments. But technically, it's not a nerve.

You can only stack one buff and one debuff at a time

It's a big change, but again that seems obligatory, given how much things have become out of control lately. The increase in multiplicative damage means that stacking buffs on top of each other gives crazy results that no boss can resist. This is why character-specific buffs have been changed to get the highest% bonus from the one applied to you, rather than the whole. The same goes for debuffs, since an enemy can only have one, and he will give priority to the best.

The exception to this rule is that individual weapon bonuses can always stack, like Kill Clip / Rampage. But those who apply to all your damage is not, and is rather prioritized. This means that many of the crazy burn strategies we see now will be ruined. More hunters hitting raid bosses in seconds, for example.

Hammer Strike, Smashing Strike, Tractor Cannon and Shadowshot are in the process of nerve

Either their effects or their duration, although we do not know yet details. This is part of the tendency to give enemies a chance against debuffs. Smith did not mention Well, Rally Barricade or Lunafaction were criticized for their ammo regeneration capabilities, but that remains a reason that comes after being mentioned recently.

The super generation is nerve

Bungie is sucking up the amount of super you get both orbs and victims and aids. According to Bungie, the super generation has become a problem in both content and PvE content (ie Reckoning) and too essential to gameplay. They say do not go back to vanilla D2, but somewhere in the middle of the current situation.

Heavy ammunition is tossed in PvP

This becomes common because nearby players will become heavy, but there will be fewer per brick for many classes of weapons. Not sure that timers change.

Some Supers are Nerfed

The details here are unclear, but Luke mentions adjustments to supers like "Arc Titan", as well as a more general nerve for damage resistance in super, although I'm not sure if it's only in PvP or PvE.

It's a lot of nerves, that I know that many people will hate, and yet all these problems cause serious problems in destiny for the moment, intensive use in PvP, and insta-bossing in PvE, which has gone from fun to absolutely funereal, into a silly platform and difficult to conceive. It's a way of pruning the disruption of power, which has to happen from time to time, so there are not many of them I hate the sound of. It will probably take some time to get used to the changes.

But there is good news.

There are more than a few clues that suggest that Trials, in addition to the larger changes to PvP, is back. Smith says that Trials was a missed experience in D2 and did not capture the magic of D1. He goes on to say that the tests of the nine is in permanent pause, using italics exactly this way. The implication is that the tests of Osiris should make a comeback, although this is dubious in Shadowkeep's season.

Elsewhere, the tendency to return to testing is quite obvious. Competitive is fully replaced by 3v3 Survival, including a solo queue. The Crucible Labs will welcome the return of the Elimination, which is just … a complete beta test for the return of the tests, that's clear. Luke says that eventually the mode will leave Crucible Labs and "will find a warmer house." Mercury. What do we do with Mercury? I mean, you understand. It is not quite subtle.

Smith is talking a little bit at the end of how the world is going to evolve, but I will probably keep it for another article tomorrow. Overall, I enjoyed this update and all updates from Luke, as well as his incessant transparency. It's a great format, and I would not say no to at least one of those once a season updates from him.

Follow me & nbsp;on Twitter& nbsp;Facebook& nbsp; and & nbsp;Instagram. Pre-order my new science fiction novel & nbsp;Herokillerand read my first series, & nbsp;The trilogy born of the earth, which is also on & nbsp;audio book.

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Luke Smith finished his magnum opus Destiny 2 info, past, present and future, with a new piece today that talks about sandbox changes, PvP and the future of destiny as a changing world. He has already reviewed past mistakes, information about armor and power level changes before that.

Smith spends a lot of time talking about something that most destiny the players hate: the nerves. But the general idea is that we have reached a critical point with a power level to the point where it is really difficult to design new content around it. So we have to make some changes. So, what's coming up?

The amount of damage goes down, but it's not a nerve

Smith explains that to avoid the constant appearance of 999 999 maximum numbers, he must proceed to a scale adjustment that makes it look as if you were doing less damage, but that's really not the case. I understand that, because with the new power gains, it can spiral quickly, it seems that the tests revealed that it was what would happen in Shadowkeep, which would only 999 999 seconds without adjustments. But technically, it's not a nerve.

You can only stack one buff and one debuff at a time

It's a big change, but again that seems obligatory, given how much things have become out of control lately. The increase in multiplicative damage means that stacking buffs on top of each other gives crazy results that no boss can resist. This is why character-specific buffs have been changed to get the highest% bonus from the one applied to you, rather than the whole. The same goes for debuffs, since an enemy can only have one, and he will give priority to the best.

The exception to this rule is that individual weapon bonuses can always stack, like Kill Clip / Rampage. But those who apply to all your damage is not, and is rather prioritized. This means that many of the crazy burn strategies we see now will be ruined. More hunters hitting raid bosses in seconds, for example.

Hammer Strike, Smashing Strike, Tractor Cannon and Shadowshot are in the process of nerve

Either their effects or their duration, although we do not know yet details. This is part of the tendency to give enemies a chance against debuffs. Smith did not mention Well, Rally Barricade or Lunafaction were criticized for their ammo regeneration capabilities, but that remains a reason that comes after being mentioned recently.

The super generation is nerve

Bungie is sucking up the amount of super you get both orbs and victims and aids. According to Bungie, the super generation has become a problem in both content and PvE content (ie Reckoning) and too essential to gameplay. They say do not go back to vanilla D2, but somewhere in the middle of the current situation.

Heavy ammunition is tossed in PvP

This becomes common because nearby players will become heavy, but there will be fewer per brick for many classes of weapons. Not sure that timers change.

Some Supers are Nerfed

The details here are unclear, but Luke mentions adjustments to supers like "Arc Titan", as well as a more general nerve for damage resistance in super, although I'm not sure if it's only in PvP or PvE.

It's a lot of nerves, that I know that many people will hate, and yet all these problems cause serious problems in destiny for the moment, intensive use in PvP, and insta-bossing in PvE, which has gone from fun to absolutely funereal, into a silly platform and difficult to conceive. It's a way of pruning the disruption of power, which has to happen from time to time, so there are not many of them I hate the sound of. It will probably take some time to get used to the changes.

But there is good news.

There are more than a few clues that suggest that Trials, in addition to the larger changes to PvP, is back. Smith says that Trials was a missed experience in D2 and did not capture the magic of D1. He goes on to say that the tests of the nine is in permanent pause, using italics exactly this way. The implication is that the tests of Osiris should make a comeback, although this is dubious in Shadowkeep's season.

Elsewhere, the tendency to return to testing is quite obvious. Competitive is fully replaced by 3v3 Survival, including a solo queue. The Crucible Labs will welcome the return of the Elimination, which is just … a complete beta test for the return of the tests, that's clear. Luke says that eventually the mode will leave Crucible Labs and "will find a warmer house." Mercury. What do we do with Mercury? I mean, you understand. It is not quite subtle.

Smith is talking a little bit at the end of how the world is going to evolve, but I will probably keep it for another article tomorrow. Overall, I enjoyed this update and all updates from Luke, as well as his incessant transparency. It's a great format, and I would not say no to at least one of those once a season updates from him.

Follow me on Twitter, Facebook and Instagram. Pre-order my new science fiction novel Herokillerand read my first series, The trilogy born of the earthwho is also on audio book.

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