Dear Bungie, Banes exist in the game since 2022 and they haven't solved the issue you stated in the article
Banes are
[quote]Also known as ‘combatant affix modifiers,’ an enemy unit with a Bane will present a different challenge to players according to which Bane is affecting them. Enemies that spawn with these modifiers appear unpredictably during an activity, so each run will present a different challenge.[/quote]
Lucent Hive warriors were introduced with the release of Witch Queen in 2022. They have a chance to spawn with a Lucent Moth which provides shielding. If the host of the moth is killed, it seeks for a new host. If no new host is in range, moth enrages and attacks nearby players.
Does a unit with a Lucent Moth provide a different challenge? Kinda. Do units with moths appear unpredictably. Yes. So moths are Banes. The same story with Tech Packs from Shadow Legion.
You (Bungie) stated the issue:
[quote]playing the same PvE activity repeatedly can feel like a chore[/quote]
[quote]Eventually you know when each enemy spawns, where to fight them, and how to win without any challenge.[/quote]
And the alleged solution:
[quote]Improve the experience of replaying activity content by adding variety and unpredictability to each playthrough.[/quote]
Neither Moths, nor Tech Packs solved the issue. I was doing my solo flawless Ghosts of the Deep run and my solar grenades with Sunbraces literally did not care which of the enemies had Moths - everyone was dead on the spot. To be honest, I died once from the Moth that spawned from a dead acolyte. Blobs of lava from my grenade killed a moth that just spawned and I had no time to react. Moths and Tech Packs did not add any new meaningful challenge, they are just annoying sometimes.
And the new Banes you showcased are no different. Here they are:
- Meteors & Shock - https://youtu.be/BMrJeez2W8g
- Berserk - https://youtu.be/tkKsQipRJ0M
- Punchable - https://youtu.be/A93yfEGdT1w
- Nuclear - https://youtu.be/0PI8cSt0Vgo
If you are trying to fix replayability, then the showcase must be held in the respective conditions, i.e., pretending like you are playing the activity 100th time. Nobody who farms Devils Liar GM awkwardly wanders and occasionally shoots handcannon.
Like the first showcase. Almost dead enemy launches fire orbs. Just.. finish it beforehand?
Berserk. If you approached enemies so close, just use melee like Consecration to kill all of them.
Punchable, Nuclear, etc., every minor or elite combatant dies on the spot in the current sandbox. In some cases players are just camping enemies at their spawns and then nuke everything, including champions (for example, Saber GM).
It does not matter when or where Banes spawn, they do not change how players fight them, they do not provide meaningful challenge, but they absolutely will add more visual noise and sometimes more annoyance. Thus, they do not make replaying activities more fun or more challenging. So there is no point of adding them (at least the showcased ones).
In the article you stated that new activity modifiers are incoming. This is very-very good, given that in the future players will be able to apply activity modifiers themselves to spice things up. Just do not waste time on Banes - Moths proved they do not worth the effort - add many, MANY different activity modifiers. And make plenty of them to provide the same benefit, so they can be swapped unaffecting the reward quality. The presence of 1-3 good rewarding combos would ruin the whole idea of fixing replayability, there should be at least 10-15 good combos.
Speaking of activity modifiers. There is such a game called StarCraft 2, also dead by the way. It has PvE activity, called co-op which has a lot of cool modifiers called mutators. Some of them are lame like bonus shields, but much more is cool. SC2 is an RTS and not FPS, but you still can take an inspiration from some mutators and adapt them to FPS experience. Here is the [url=https://starcraft2coop.com/resources/mutatorst]full list of mutators[/url], below I highlight some of them.
- Lava Burst: lava periodically bursts from the ground at random locations and deals damage to players. In Destiny this can be implemented as a random airstrikes coming from above. If it spawns on player's position, they should change it. Some safe zones should be added, for example on the plate in Glassway strike, so players could progress the activity.
- Diffusion: damage dealt to enemies is split evenly across all nearby units, including your own. Pretty straightforward, do not be close to enemies and nuking bosses at first nukes nearby adds.
- Avenger: enemies gain better stats when nearby enemy units die. This is similar to Berserk Bane, but the difference is that ALL enemies have that behavior, not few ones.
- Transmutation: enemy units have a chance to transform into more powerful units whenever they deal damage. And if enemy kills, they immediately transform. If players kill enemies fast, then mutator does nothing, but if at some point they slowdown, the situation can unravel completely out of the control. Especially when someone dies. Player dies from a red bar acolyte? Boom, barrier champion incoming.
Before I conclude, here is some thoughts on issues and the solution you stated.
I do not think that "eventually you know when each enemy spawns, where to fight them, and how to win without any challenge" is an issue. On the contrary, I would like to know all of this, so I could farm efficiently. The issues are (a) players play the same activity over and over getting worthless stuff (12 weeks of Presage in season of the Chosen is the best example) or (b) players farm activity to get the specific reward but it never drops. The solutions are (a) add meaningful rewards and (b) add a way to manipulate rolls players get (as an example of such system recall Lure from season of the Hunt) or give more rows for perks (like triple row of perks on current adept raid weapons).
Note: activity modifiers don't make players to not know: (a) spawns and fight locations mostly stay the same, (b) I applied the modifiers and (c) I know what they do, so I adjust my gameplay accordingly. If I get bored, I will change them.
Also, in the alleged solution you stated you want to make activities more unpredictable. Well, how about making them more predictable at first? Last week I was doing 3rd encounter challenge of Salvation's Edge on Master. We started the encounter, closed totems and the box did not spawn. Why? We even closed totems at different moments. Anyways, we completed the challenge next try, but the game is already unpredictable enough (especially with bad connection) in some challenging activities and I don't think that players need more.
With this, I conclude my rant. Let it sink into you and you shall not sink as the conductor.
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