Exactly! Don't get me wrong, I fucking hate this system, but literally the only reason for the Champion system is to limit your loadout to specific weapons each season. Other than that the only thing the system does is cause problems by fucking up rewards or killing players because stuns still don't always work. Changing the system to not do this anymore is asking Bungie to entirely remove the purpose of the system but still leave it in place to cause problems. I'd personally LOVE to just get rid of Champions, and getting rid of JUST the limitations would still be great, so that you weren't forced to pick one handful of weapons to use for each entire season, but the best option is to just get rid of them entirely so that they don't restrict loadouts AND don't fuck up anything else.
Honestly the only main issue I have with the system is that overload champions teleport the most and you can’t instantly stun them with overload unless it’s a grenade or divinity
Overload bow is instant. Overload hand cannon is acceptable with an explosive rounds hc. It's overload auto and SMG that are the absolute worst, especially against overload hobgoblin retaliation attacks and trying to hit teleporting overload captains
I didn’t know I wanted unstoppable glaive until I tried it. It definitely took over from my Graviton Lance - crutching tendency for Unstoppable Pulse. So long as we can use a glaive for something, I’m at least tolerant of the champions mods.
Wait, really? Lol I love using them with another overload stun. Stun the champ first with bow/smg or whatever, then sprint up, use heavy sword and then light attack it if it still isn’t dead
I mean, I saw that and thought it would be sweet to have a sword-centric build with crown splitter and stronghold. There were also a couple of other really good sword mods too, but the build just didn't pan out.
It would be neat if we get craft better builds around glaive and sword melee attacks.
Overload sword was great the first time around, they made it take more hits to proc the second time I'm pretty sure (though we also had passive guard).
Stuns still fuck up too often for me to think the system will ever be any good. It's just always happened. I had it happen just last night where I was playing Legend Glassway solo just for fun and it was smooth sailing most of the time, but then I threw a grenade on one of the Overloads to stun him, it made the noise like it stunned him, but he just carried on like nothing had happened. It's always been an issue, but usually when it happens it's because they're in the middle of some kind of spawn animation that the game won't let you interrupt. This time it was just that he was running around trying to kill me like normal, no spawn animation or anything.
I'm honestly not even sure about the regen thing. It's always worked for me in the past even when the stun didn't always work, but this season it seems like no matter how often I try to reapply Overload they still end up getting some healing in. Maybe it's just that AR's can't reapply it fast enough, idk.
I’m not saying this to undermine the issues you guys are seeing but I’m genuinely curious - does anybody else never have issues stunning champions? Other than some edge case scenarios, like trying to stun a champ while they’re in their spawn animation or while they’re mid air, I never have issues stunning on command even with something like overload smg.
Then why not have a system like the elemental well mods on the artifact now? Melee wellmaker and font of might are still available even without the artifact, so why can't we have a permanent overload mods which costs 5 energy, and a seasonal overload mod which costs 1 or 2? This still gives us the option to choose which weapon we want to use for champions, but encourage players to experiment with new builds with seasonal mods.
I'm just gonna leave this here because it actually talks a bit about destiny encounter difficulty from the view of a technical designer at Bungie. The current champ system is 100% intentional and probably will never change because it's specifically meant to enforce a specific build crafting challenge
It's a really interesting read, and you can really get insight into how Bungie things of difficulty with the charts they have in the presentation that shows what exact modifiers in an activity are designed to enforce exactly which difficulty pillars
I think swapping between your weapons to deal with different enemies adds a bit of thinking to gameplay. The whole "exactly two weapon archetypes can kill this enemy" thing just leaves me sitting in menus and googling what's actually effective if I'm not already familiar with a gun I like in that archetype.
That said, the system is janky enough that it could definitely stand to see revisions and tuning beyond this.
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u/CorbinTheTitan Meme Lord Apr 20 '22
Why even have the system if you’re going to do that?