17 August 2017 - 18:35

Bungie wants Super abilities to "shine brighter" in Destiny 2

One of 2017's biggest games has learned a lot from its predecessor.
Image via Activision

We're now less than three weeks away from the long-anticipated launch of Destiny 2, and the developers at Bungie are in the final stretch.

The game is almost in everyone's hands, and the PC beta is coming up on Aug. 28. Bungie has been hard at work implementing feedback on how to better the title since the console beta finished up at the end of July.

Thanks to an interview with Edge Magazine, via Reddit, we now have some more insight into Bungie's design philosophy in Destiny 2 when it comes to things like balance and the technology behind making an ambitious game even bigger than its predecessor.

Destiny 2 director Luke Smith told Edge that changes to the way weapons work in the game were implemented to make the design team's lives easier. Having Destiny 2's more flexible Kinetic, Elemental, and Power weapons as opposed to Destiny 1's system that shoehorned weapon types into less roles, is all a part of making the game easier to balance.

Smith spoke about some of these design choices, referencing part of one of Destiny 1's classic Raids, the Vault of Glass. During one of the phases of that Raid, players must destroy Oracles that spawn while fighting off waves of Vex robots, or else be wiped and have to start from scratch. In Destiny 2, things will be different thanks to the new weapon system that puts rocket launchers, shotguns, sniper rifles, and fusion rifles in the Power weapon slot.

"You're now putting those powerful things in conflict with a rocket launcher, which is for AOE wave clearing and can effectively replace something like a Nova Bomb," said Smith. "Well, now, Nova Bomb could be more important, because not everybody's running with a sniper rifle and rocket launcher. What this system does is make player power more predictable, but it also allows Supers, in a number of ways, to shine even brighter in the game."

Edge's hands-on with the game also confirmed that base ability cooldowns are lower in the final product when compared with the beta, which should come as good news to anyone who experienced how slowly Supers charged. Supers could and should be a key component in how the game is played, in both PvE and PvP.

RELATED: Destiny 2 will reportedly launch with over 50 hours of story content

Grenades are also way more powerful now, in that they "hit like magical, elementally powered trucks" that have a "dramatic" effect on bosses. In the console beta, the long base cooldowns made grenades something of an afterthought at times.

Executive producer Mark Noseworthy also reiterated his statements from a few months ago about why Destiny 2 is locked at 30fps on consoles, but has an uncapped framerate on the PC.

"It's about the simulation of the Destiny world," said Noseworthy. "Thirty AI at once, large open spaces, six players, sometimes with vehicles, and drop ships coming in; that's where we're using the CPU. Could we make a Destiny game that ran at 60fps? Yes, but the space would be smaller, it would be less cooperative, and there'd be fewer monsters to shoot. That´s not the game we want to make."

The vanilla version of Destiny was, to say the least, imperfect. The game gradually got better over time with new expansions and updates from Bungie as the living world it created grew around it.

It seems like the developer is taking everything it's learned from its original title to help make the sequel a better experience for everyone, and that's good news for Guardians everywhere.

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