Destiny 2

Destiny 2

View Stats:
Bubbagumps Feb 18, 2022 @ 1:02am
Anyone else hoping Bungie will fix or even improve champion system?
Champions are not hard to deal with, especially with the rise of exotics having intrinsic anti champion perks. But the cracks are definitely showing in endgame PvE activities. Funny thing is I cant entirely think of a better way of improving the system as there are many workarounds giving the situation. However, I think we can all agree that there are some issues that need to addressed if they havent and hopefully will get fixes upon the release of Witch Queen. These biggest issues are:

The health/finisher bug: This is the BIGGEST issue with the champions right now. Usually you will be able to tell when to finish a champion (when you get their health to about a sliver and they glow) But after recent updates, the game has been experiencing major desync issues and when you think youve near killed the champion and go for a finisher, it turns out the champ gets health back and just like that you die. I understand there is a failsafe for overdamaging an enemy especially bosses, but this health bug is a serious issue and is costing us our runs for high level PvE endgame activities. It doesnt happen ALL the time but its been happening enough.

Anti Champion Mods: My hot take is that anti champion mods should not be on a rotation within the seasonal artifact. Maybe Bungie could find a solution, but one idea that could fix this is to go back to the system where we had to put anti champion mods on our weapons and give all legendary weapons an extra mod slot specifically for them. The mods would simply say Anti Unstoppable Mod, Anti Barrier Mod and Anti Overload Mod. That way we'd get WAY more flexibility in our loadouts and could free up a mod slot from our armor. Of course there should be a balance here and this wouldnt apply to exotics that already have intrinsic anti-champion perks, but again its just my take.

Stunning Champs: While I feel like stunning champions have never been entirely a issue, we can all agree that it is frustrating, wastes time, and can be very inconsistent. Barrier champs are fine, but its the unstop and overload ones that are a problem. Again i dont know how they could make it any better but when you stun overload Taken Hobgoblins, I think you should be given (JUST A SMIDGE) more leeway to killing them especially if they hold you by distance. Like its already enough that overloads can regain their health but they also have countermeasues which, in GMs, can OHK you. Maybe this is just another hot take but, I feel like once you stun an overload they shouldnt be able to use their countermeasures for like 10 seconds, they can still heal because thats the whole point but both going on at the same time can cost you ammo and lives if youre not positioned properly.

Also another hot take: Taken Unstop Phalanxes should be able to get stunned on their shield. They should NOT be able to kill a Titan through his barricade at MAX RESILIENCE AND RESIST MODS or kill someone who clearly ran behind some cover because what kind of pixel perfect aimbotting BS is that?! I cant tell you how ANNOYING it is when you know you've shot the Phalanx with your unstop procced but end up hitting the shield, then they dont get stunned, boop you and you die. It happens way more than I thought.

Again these are all just some hot takes of mine...just hope Bungie addresses it.
< >
Showing 1-1 of 1 comments
GreenTomat0 Feb 18, 2022 @ 1:49am 
Wait, I ran gm with my titan friend yesterday... and he didn't died when the Taken UNSTOP Phalanxe shoots that his barricade tho... like all 3 of us were hiding behind his barricade and didn't died, surprisingly it blocked the pushing thingy he does.
< >
Showing 1-1 of 1 comments
Per page: 1530 50

Date Posted: Feb 18, 2022 @ 1:02am
Posts: 1