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Insurmountable skullfort nerf
Insurmountable skullfort nerf











  1. #Insurmountable skullfort nerf how to#
  2. #Insurmountable skullfort nerf update#
  3. #Insurmountable skullfort nerf Patch#
  4. #Insurmountable skullfort nerf full#

  • Grimoire Score has been moved from the Character Nameplate and now displays in the Character Screen.
  • Weapons, Ghosts, Class Items, and Artifacts now all contribute to Light.
  • Light is now calculated by the average of the Attack and Defense scores of all your gear.
  • Character Level and Light are now separate stats.
  • Character Level Cap will be increased to 40 on 9/15 (requires The Taken King).
  • Your Character Level will be grandfathered into your highest possible Light Level from all gear in your inventory and vault.
  • Character Level Cap raised to 34 for all players.
  • #Insurmountable skullfort nerf update#

    Obviously, this is all in preparation for the title's upcoming expansion, The Taken King, but if you log into Destiny with the new update installed, you'll still be able to take advantage of all the changes to the shooter's usual content.

    #Insurmountable skullfort nerf Patch#

    The patch alters countless bits and pieces of the game, from the levelling system to the loot itself.

    #Insurmountable skullfort nerf full#

    Look, it's not a secret that Destiny's concurrent PvP numbers are more than a little lacking in the past few seasons, and you can bemoan a stale meta all you want, but the bottom line is it's a dramatically worse experience for newbies and the less skilled than other entrants into the genre, when it used to be one of the best.Bungie's finally released the full patch notes for Destiny's 2.0 update, and they're big to say the least. Destiny is literally the only game in the entirety of the industry that hasn't learned this lesson. Even games that have a PvE/PvP structure, like World of Warcraft and other MMOs, make their top-tier PvP gear at best as good as the stuff you can get from PvE. League of Legends doesn't restrict its heroes in that way, either. Rainbow Six Siege doesn't require you to have success on the ladder before you get the very best operatives. The Overwatch fanbase would riot if Blizzard introduced a head-and-shoulders above tank character, unlockable only by those who have finished above platinum rank in at least one season. And like - it's really, really not hard to see why. I don't know of a single shooter, in the AAA space or not, that reserves the top-tier tools and gear and weapons for people who are already successful in a competitive mode. Why exercerbate this? Seriously, it's hard to emphasize how much of an outlier Destiny is in this regard.

    insurmountable skullfort nerf

    The skilled already have ample incentive to stick around, and already hold a pretty massive advantage. The effect is something like throwing a fragile vase onto concrete instead of dropping it. The point is, the inherent logic of a competitive mode already accelerates you rapidly, much too rapidly, in the direction something like Redrix or Recluse is going to push you.

    #Insurmountable skullfort nerf how to#

    As a multiplayer game designer, especially a shooter game designer, this is maybe your most important design goal: figure out how to stop the hardcore death spiral and create a game or game mode that a much wider swathe of players can enjoy. They can entice lesser skilled players into the PvP modes with the milestones and gear drops, or do things like allow for the Trials of Osiris bounties that give even the Washington Generals of the Destiny universe an incentive to goof around in the competitive modes. Destiny, actually, is better suited than most to combat this. Soon after launch the player pool contracts significantly, as lesser skilled players are forced out of the competition, and the game because a preserve for only the most hardcore, in both skill and mentality. What this looks like in practice is, well. To the extent that cooperative modes have player churn, they tend to churn in the opposite direction, as skilled players play their fill and rotate out. Competitive modes tend to experience dramatic player churn as time goes on, and a sort of player churn that can snowball average player skill, because the very worst players in any given player pool have higher rates of attrition than the most skilled. In competitive modes, this makes things harder as time goes on, because the skill of your opponents is increasing. In cooperative modes, this makes the task more achievable, because it's generally more achievable if your team knows what they're doing. Skill tends to increase over time, in both competitive and cooperative modes.

    insurmountable skullfort nerf

    Competitive modes have a level of difficulty that varies according to the skill of the opposition. Cooperative modes have a static level of objective difficulty. In cooperative modes, it is possible, in theory, for every single player to win. Look, I get that you're pissed that Bungie and the fanbase seems to be prioritizing one set of tastes and skillset over another, but that really doesn't have anything to do with why locking power behind competitive modes is a terrible idea.Ĭompetitive modes and cooperative modes are different.Ĭompetitive modes have a winner and a loser.













    Insurmountable skullfort nerf