How Stasis Might Change Raiding FOREVER In Destiny 2: Beyond Light



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Broman breaks down how the new Stasis Abilities might change raiding in Destiny 2: Beyond Light

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41 thoughts on “How Stasis Might Change Raiding FOREVER In Destiny 2: Beyond Light”

  1. I doubt there will be actual raid mechanics or designs built around stasis. Reason being: raid triumphs. Such as completing encounters with a team of just arc/solar/void subclasses. I suppose at the most, some encounters may have little benefits to creatively using some stasis abilities, but that's the most I would expect.

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  2. They'll probably put a restriction on stasis architecture in raids with a specific rule for certain encounters like "no stasis walls" to prevent us from zooming through levels

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  3. My hopes for the season is that Hunters are given justice story wise. I really want there to be a new leader for us to rally too, or seeing the consequences of us basically abandoning our posts.

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  4. I wish they could treat all elements the same way, where they have different interactions of their own bc currently void, arc, and solar have no difference between eachother. Imagine if solar weapons actually burnt enemies, void debuffed them for more kinetic damage, and arc did some kind of ad control.

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  5. it seems that the newer raids have become so mechanic heavy that the group ive always played and raided with basically cant do them theres 3 of us that can and have but we're forced to not play with friends cause if one dies or makes a mistake its a wipe. where as in D1 there was times we five or four manned encounters if something happened but alas things change and sometimes you have to move on

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  6. I don't think they will make the new raid or future dungeons/raids impossible without stasis. All the other raids you 'can' do with almost any loadout at any encounter. Don't think they would make a change like that.

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  7. i do hope we are forced to use stasis in some form or another in the raid as i dount think they would be super "Raid relevant" otherwise considering they look like your tipical damage buff/healing/enemy debuff/High burst damage kind of supers, that are the most usefull in the current raids. the hunter one maybe being the only exception with its large AoE slow

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  8. I'm more worried about much worse of a shitshow pvp will be when everyone is freezing each other. Completely losing control of your character so you have to sit there and watch yourself die over and over again sure does sound fun.

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  9. In response to the 1:24 comment about hunters getting the nade. The nades we have rn have overlap. It’s most likely similar to the “wall” grenade we already have (voidwall, ice/stasis wall). At least my thoughts on it.

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  10. What if the ice walls boost AOE damage and encase also boosts normal damage. Like, I think that nova bomb clip was in there for a reason. I think since that bomb hit the ice wall it's damage might have been buffed as a result. This new ability type might be more of a sheer damage dump compared to the others, based around dealing large amounts of damage to enemies rather than helping your team themselves in any way (like you'd expect from the darkness)

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  11. 9:20 maybe a raid boss encounter that does a wipe mechanic or something and it says on the bottom side of the screen above super: ''Boss calls for Solar eruption (i just imagined a name for his wipe mechanic)'' and only guardians with solar subclasses can go near him and try to stun him out of his mechanic, etc. maybe stuff like that thatd youd see in wow. stuff that promotes movement, and communication, like the ''i get targeted by a bomb so i have to go as far away as possible from teamates to not damage them with the bomb explosion after a timer'', etc.

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