Thanks to the new weapon system in Destiny 2 , abilities become more important.
There is new information from the cover story of Edge Magazine about Destiny 2. The authors were able to play the complete story of Destiny 2 and talk to important figures at Bungie.
Now they quote interesting statements from Game Director Luke Smith. He talks about the new weapon system and the importance of super attacks.
The new weapon system in the Glass Chamber?
Smith admits that the new weapon system was designed to be an important part to make it easier for the Bungie design team to make changes – to adjust the balance.
For clarification: In Destiny 2, the system of primary, secondary, and heavy weapons is replaced by kinetic, energy, and power weapons, allowing for less diversity in the weapon slots. In addition, the weapons no longer have random rolls: The lineup for all stats and perks for each individual weapon and piece of armor is “handcrafted.” So weapons can be adjusted individually, Smith says. We have already dealt with the topic of whether loot will become boring here.
Bungie aims with the new weapon system not only to create better balance. They also aim for players to talk more with their fireteam before an activity to come up with a plan on how to proceed.
As an example, Smith mentions the Glass Chamber, the first raid in Destiny 1. One should imagine the conversation before the Oracle phase if the weapon system from Destiny 2 had existed in Destiny 1 already. “Who is bringing the sniper? Who has the fusion rifle for the Minotaurs?” Because whoever equips a sniper or a fusion rifle can no longer take a rocket launcher, which is important for area damage.
An alternative for area damage is, for example, the Nova Bomb, the super of the Void Warlock. This can somewhat replace the rocket launcher. In choosing your character setup, the super is no longer just a welcome extra attack, but it gains tactical significance. It must be noted: During some activities, you cannot simply switch weapons, because some activities have “locked loadouts.”
This new system makes players’ power more predictable, however, the super attacks in the game will shine even brighter – becoming even more significant.
But: Are the super attacks not way too rare?
During the beta of Destiny 2, one of the biggest criticisms was that the abilities (grenades, melee, super) were far too rare and too weak. Smith comments on this once again.
You can relax: The base cooldowns of the abilities will definitely be shorter in the final game. Grenades also receive more power. They are now not only effective against low-level enemies. They also have a “dramatic effect” on large bosses.
There is also some information about the bosses: They are not going to test your damage output in Destiny 2, but your skills. The health bars of the bosses would go down quickly when shooting at them. However, the challenge now is to create opportunities to shoot at the boss. You need to find time windows – between the boss’s attacks and the attacks of his minions.
Interesting statements from the Game Director. But how all this will present itself at the launch of Destiny 2 remains to be seen in the future. Or what do you think?
Interesting: Destiny 2: That’s why there are no 60 fps on PS4 and Xbox One


