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Destiny 2

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Edited by Otae.chr: 8/2/2023 7:58:06 PM
25

Mobility rework idea

The issue: The mobility class features for having a high stat have no priority over resilience and recovery aside from being tied to class ability cooldowns for hunters. Solution: Make all guardian movement consistent across and turn mobility as the "ability handling stat". Current animation duration for abilities would be around the same as post-buff tier 40-50 mobility. This gives mobility that rapid action feel and amplified a nice buff of that fast energized fantasy as well. Balance consideration: instead of an overall animation duration multiplier, make it only reduce end lag of abilities. Or simply certain abilities like shoulder charge and projectile speed would not be increased in speed. The point of mobility would become acting sooner after abilities. Most titan abilities would be the same speed as a tier 80 post buff. Keeping their fantasy as the slower but hit harder class. Currently, they are already the hit harder class without the usual downside of being slower. This way, they dont need to directly ruin the titan kit with hard nerfs. My takeaways from the replies: - this rework would be bad because it would punish most player's builds who use mob as a dump stat. And would benefit hunter too much because they as other classes cant be bothered to build into themselves. This sort of only proves my point that building mobility is so irrelevant that players dont find any negatives to using low mobility - some have thought of other reworks like an evasion chance A rework like this would just make the game feel inconsistent everywhere. It would basically become an inverted damage glitch situation. Losing a gun fight because one of your shots was evaded would just be annoying for this type of fps sandbox. - mobility instead increasing weapon handling and reload speed This idea wouldnt make mobility relevant since you would technically just equip a dex mod instead and continue using mob as a dump stat on titan and warlock. The parameters i assume for a proper rework would be something that only changes the tide of battle marginally but effectively. So, in the case of ability end lag reduction, it would only cause you to be able to act half a second sooner with high mob or half a second slower with low mobility. For instance, sunbracer warlock building into mobility would allow an extra nade or two during the buff duration.

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  • Edited by Hawpy: 8/1/2023 10:52:02 AM
    This is a bit of a leap, but I feel like they haven't buffed Mobility yet because they know they'd need to buff Recovery afterwards. Ignoring class abilities, Resilience affects total health by up to 8%, damage reduction up to 30%, flinch resistance up to 10% and reduces Stasis break-out damage. Mobility governs walk/strafe speed and jump height by up to 40%. Recovery affects the time it takes to for health regeneration to start, and the rate at which it regenerates; 50% is the maximum difference in the total time to go from near-dead to full health. If Mobility gets extra effects, such as handling scalars, sprint speed boosts and ability animation scalars, then it goes one of two ways. Either, it is a big buff for Hunters like how the Resilience changes buffed Titans, or it is a big nerf to Titans and Warlocks that have low Mobility i.e. all of them. It leads to Titans and Hunters having extra incentives to invest in the stat that affects their class ability while still being able to get the full benefit of the other stat too, while Warlocks could feel hamstrung into using Recovery - especially since Rift is the slowest-charging class ability - and only choosing one of the other two. Recovery could then be buffed and, if not done carefully, could upset the balance the other way. Another issue is that, unlike the other two, Recovery does not scale linearly. The gaps get wider as the tiers increase, meaning that it's not worth using unless you have a high tier; the difference between Tier 0 and 7 is about the same as it is between 7 and 10. Mobility should be buffed because it is a throwaway stat for 2 of the 3 classes - I choose to accept having low Strength when I invest in Discipline, for example, but know there is basically no downside to having low Mobility when investing in Resilience and Recovery - but it's not so simple that buffing it will solve every problem and not create new ones in doing so.

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