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由Artesians編輯: 7/17/2015 4:35:16 AM
1

Why 2.0.0 might be good for Destiny

Aside from the obvious, the three [i]worst[/i] of the "instant kill" meta, Hawkmoon, Thorn, and The Last Word have been modified inch a way that the weapons have drawbacks that are noticeable. Nechrochasm might be more than a joke for end game content. NLB montagers will rejoice at their upgraded toy. Auto Rifle users and Fusion Rifle users rejoice as their crown archetypes are somewhat restored! But then. Gjallarhorn. Icebreaker. Black Hammer. The holy trinity of solar weaponry and PvE might, were struck down; or so you think. All the weapon archetypes were reworked, gasp! Stability drops, damage fall off, but what do all these changes mean?! [spoiler]tl;dr 2.0.0 Gud 4 u and me. Even if you hate it now, it'll make the game you and the new kingderguardians will play, better.[/spoiler] Well, for starters, it means that there's a new meta for Crucible and Vanguard gear. There's a breath of fresh air in the stagnant conditions of PvP and PvE that have been around since launch and 1.1.1 and various and complicated series of patches of constant weapon changes. [b]New Meta[/b] Again, what this brings is a new standard for min/maxing. If you aren't familiar with the term, it simply means to have the best gear, with the best stats, with the best perks in the case of Destiny. New combinations that aren't locked to [i]carry more ammo for handcannons[/i] or [i]increased reload speed for handcannons[/i] will finally be available and [b]worthwhile[/b]. For possible months after 2.0.0, the type of gun game you see in Crucible and Vanguard playlists will be rocked harder than your connection in Iron Banner. Who knows what the needle will land on? If it ever lands. AR's? PR's? HC's again? [b]New Functionality[/b] Weapon damage falloff and range differentiation are more significant than you would originally surmise. Weapons will [i]no longer[/i] perform outside their intended ranges or have more difficulty doing so; ex. Handcannons - mid-range instead of long-range. Along with the range fixes across the board, 2.0.0 will bring an end to the Felwinter's Sniper and bring Fusion Rifles back to the playing field. Perks that over extended their use; ex. Shot Package, Rangefinder, Final Round (Sniper Rifles) will be essentially no longer be the end of all engagements in Crucible. [b]Build Variety[/b] Before 1.1.1, in the era of the SUROS and Shingen-C, a player who could gun you down with vanilla Thorn was astonishingly sparse, but wholesomely possible. Now, enter Trials of Osiris without Thorn, regardless of skill gaps, puts you at an [i]immediate[/i] disadvantage. Before fusion rifles were thrown into the same oblivion, shotguns were still viable for those who liked to get into others faces. With 2.0.0, we'll see the return of the lost archetypes; at the cost of the holy trinity. Admit it, Gjallarhorn was [b]THE[/b] end of everything. "Normal VoG, must have G-Horn on LFG" is more than just an elitist joke now. Icebreaker and Black Hammer were more interesting and surprising victims; but nonetheless, shortened the time of encounters significantly. Infinite ammo should have its limitations, be conscious of its repercussions; encounters where you once relied on these three, will have much more unique and distinct flavors. Who knows, Dragon's Breath and perks like Triple Tap and Surplus will finally get attention. [b]Accessibility[/b] This goes along with variety. Hopefully 2.0.0 will end the insane gear requirements to complete end game content. Compare VoG to PoE in their first completions. In the VoG, players were 25-26, barely making the minimum level requirement to even start the activity; not to mention #forever29 or blues all day, yet they still completed it. Skolas... On the other hand was not the VoG. Gjallarhorn, Defender, level 34, were the baseline for even attempting Skolas. Granted, the encounter was insanely difficult, but there should never be a reason why specific weapons should be locked into a job instead of a niche.

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