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Destiny 2

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7/12/2025 2:55:07 PM
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Enemy Rework Suggestions for foes we’ve fought for over 10 years

With my limited knowledge of programing, I can only imagine that programing enemy AI and attack patterns has to be a complete horror. But even just one enemy type that is reworked per update will go a loooong way toward making the game feel fresh and newer. Even our new enemy classes like the dread feel the same, and increasing their lethality alone is not enough to make them fresh. The underlying idea behind a rework needs to be creative ways to counter mechanics. Giving the player the ability to counter our enemies’ most powerful maneuvers. It should center around gunplay mostly since this is a looter SHOOTER. (please forgive my misnaming of enemies. I have to do this on the fly as my schedule is busy) Enemy Rework Examples: Taken Phalanxes: Shooting their shield just before they fire it causes an explosion that stuns both them and the enemies around them. Mistiming increases lethality of the shield blast Taken Hobgoblins: Shooting the spheres causes them to vector off path and into other enemies. (I imagine this is a pipe dream, but perhaps it can lead to other ideas) Psions: Psionic blast reduces our in-air accuracy, but increases all damage in air by 15% Dread Psions: Psionic pull increases melee damage by 100%, killing a Dread Psion with a powered melee during this time cause an elemental explosion matching the melee element. Dread flyers: shooting a Dread flyer just before they emit their sonic blast creates an explosion that causes them and their immediate area allies to lose their ability to attack. Dread flyers lose their ability to fly. Mistiming will increase the duration and damage of their sonic blast. Tormentors: Sufficiently damaging a tormentor weak spot during its jump attack animation stuns it for a damage phase. (Increase time Tormentor stays in the air as well as debuff duration and damage to make this a more intense exchange) Wyverns: Sufficiently damaging the Wyvern weak spot during its jump attack stuns it for a short damage phase. Failing to damage increases damage of the jump attack. (I know if you damage it enough it looses it’s jump attack, but that’s not very obvious and it’s not very rewarding) Suicide enemies should always be low energy high damage, but their exploder is ejected upward on death and it must be shot if you want to activate their explosion to kill others.It allows the player to also decide weather to use suicide explosions to their advantage. Champions: Barrier champions: Normal enemy attack patterns until stunned. Barriers have specific weak points on the shiled that must be damaged with antibarrier rounds. Stunned barrier champions increase attack rate but take massive critical or elemental damage Overcharge champions: Normal enemy attack patterns with high energy recharge until stunned. When stunned, increased attack rate and movement, but takes massive damage Unstoppable: Near invincibility until stunned. Once stunned, enemy charges and deals increased damage and cannot be staggard but takes massive critical damage. Mod Ideas: Marksman: On enemies with weak points: massively high critical damage. Almost no body shot damage In your lane: Elemental weapons do full damage or increased damage on enemy shields. Kinetic weapons do massive damage on unshielded enemies and even more damage on de-shielded enemies. Mobil warrior: Guardians have increased stability, range and accuracy when standing still, more when kneeling. Guardians do more damage while moving and even more damage when jumping or sliding. All damage taken is increased. None of these are demands, they’re just ideas of what the game could really use to make the game feel fresh. Weapons and armor are not the only reworks we need. We need knew combat mechanics and philosophy.

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