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Edited by x7L7x: 7/2/2016 9:37:55 PM
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x7L7x

AN IDEA TO PUT AN END TO (CLASS) NERFS!

Your on to something! Yes this idea will work!

1071

No this idea is terrible! (Explain why in comments)

168

Maybe this will work.... I'm undecided.

194

It's a good start but your idea is missing something. (Explain what in comments)

52

I think this idea is great! But I think this (insert idea) will make it better! (Explain what in comments)

13

Other (Explain in comments)

62

*RULES* -READ ALL OF THIS BEFORE RESPONDING OR VOTING (You don't want to embarrass yourself by asking a question I already answered in the post / debating something before receiving all the information) -NO IGNORANT REMARKS OR NAME CALLING (Just because someone has a different opinion than you doesn't mean they're wrong and it certainly doesn't justify name calling) -RESPOND WITH A MATURE, INTELLIGENT RESPONSE WHEN DEBATING AN OPINION. (Yes, yes. We've all seen your K/D. No one cares. Stop pretending that since yours is higher, you are more correct/the other persons opinion doesn't matter.) [spoiler]Just to reiterate, no one cares about your K/D[/spoiler] -EXPLAIN WHY YOU SELECTED THE POLL YOU CHOOSE (Don't just vote then leave. It doesn't help give proper feedback.) -HAVE FUN AND BE RESPECTFUL (Self explanatory Guardians.) --------------------------------------------------------------------- SO, now that that's out of the way, hear me out. Whenever we think something is overpowered or needs balancing, (whether it actually is op/needs balancing or not) we tend to vocally express that opinion on the forums. Very often this causes a nerf to happen to the thing needing said balance. However, most of the time we nerf something, we fail to realize that that op thing was countering something we couldn't see until we already nerfed it. I have three examples. The first example being in Year One. When fusion rifles were nerfed, there was nothing to keep the shotguns in check. The next example is in Year Two. After the reign of terror that was Thorn, a blanket patch was placed over hand cannons nerfing all of them. This caused Pulse rifles (and certain exotic Hand Cannons) to outperform other weapons because the only thing keeping Pulse Rifles in check were Hand Cannons. ( And the only reason Hand Cannons started reigning supreme was because of the great Auto Rifle nerf. Since the ARs had been nerfed nothing kept the HCs in check) My final example is from the very beginning of Destiny and carries all the way to this year. After Blade Dancers were nerfed, there was nothing to keep Gun Slingers in check. After Sun Breakers were introduced in the Taken King, they stopped the Gun Slingers, but nothing could keep THEM in check. As a result we nerfed Sunbreakers, and suddenly there was nothing keeping Stormcallers and in check. So we nerfed Stormcallers, and there was nothing to keep Night Stalkers in check. So we nerfed Night Stalker, which gave birth to Sunsingers, Gun Slingers, Storm Callers (again) and Blade Dancers reigning over Crucible for awhile being hell to deal with. It was annoying to deal with and Crucible wasn't as fun to play anymore. So we nerfed them all and now Striker Titans seem OP. Because we nerfed every counter to them! And what happens when we nerf them? A new ability will show itself and will be considered OP again and the cycle will continue because even though we don't know it now, the Striker Titan is keeping that ability in CHECK. Do you see the pattern? No matter which class ability we nerf, a new one will appear because the ability we just nerfed, was the only thing that was able to counter the new one that showed itself. (A personal example (and opinion) is I feel that the Sunsinger's old Viking Funeral with Touch of Flame and Firebolt Grenades, and Hunters old Throwing Knives, kept Shoulder Charge in check. Now that they changed the perks, Strikers aren't as worried running in for a Shoulder Charge because the fear of a throwing knife head shot or a high damage burning Firebolt isn't there.) SO HERE'S MY SOLUTION! Rather than nerf the next OP thing let's make a counter for it. Not every class needs a counter to everything and that's OKAY because it will provide balance. In other words let's make a very advanced Rock, Paper, Scissors. This ability has a higher chance to beat this one and so on. Of course we all have our guns to counter abilities, but I feel this way is better of handling it. So for instance which ability would be a good one to counter Shoulder Charge and how do we buff that ability without making it too OP? Examples I personally would pick: Hunters Smoke Grenade. (Slows down the momentum deactivating the Shoulder charge perk.) Hunters Blink Strike (it should be quick enough to hit first and stop the momentum deactivating the Shoulder Charge perk, but not too much as to where the Titan can't Storm Grip your ass if you're to slow.) Sunsinger's Solar Wind (This perk is useless as of right now and the pitiful amount it did push enemies away, I don't even think works correctly anymore. Buff the amount it pushes enemies back and reduce the amount of initial damage it does while keeping the burn damage. I'm not saying like Phalanx strength push but enough to where if the two perks collide at the same time, Sunsinger's will be safe and Strikers will have to readjust.) Defenders Supresion Grenade (Buff radius so when thrown at a running Striker it suppresses the Strikers (or any Guardians) abilities.) Storm Callers Amplitude Melee (We don't need greater range on this melee. It's already long enough. Rewrite it so it blinds the enemy it hits. BUT EXTREMELY TEMPORARY. Enough to disorient but not enough to where your enemy can't do anything. OR make it so it forces your enemy to do a 180 when hit with it. Or just make it so it stops momentum of a moving person for 2 seconds. Kind of like trying to move in a vex detain bubble. You can still aim shoot and use your abilities, but you can't move in any direction very well for like a second and a half. After all it is electricity coursing through you.) Now I'm not saying implement those ideas. Those are just examples I came up with off my head to show that instead of nerfing everything we should apply SMALL buffs to SELECT abilities to counter other one's without making said abilities too OP. Instead of buffing or nerfing whole Classes, lets buff select abilities to help promote better growth for the balance between our subclasses. What do you guys think? Also i know gun balance is a thing but thats a whole other topic for a later time. Let's work on our Characters first. Do you think this idea would work better? Also please like this post if you vote, for I am trying to get as many people to see this as I can to provide proper feed back. Edit1: Spelling Edit2: 253 Votes Guardians!!

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  • Pls keep asking for nerfs. That's what I'm here for

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  • Edited by RingersCheckmate: 7/3/2016 9:06:33 PM
    I love the logic and reasoning here, and the logic compares well to titanfalls sense of balance. [spoiler]In titanfall, you had a limited but very balanced set of abilities and choices that made Titan combat like a chess match. Throw an enemies cluster grenade back at them with a vortex shield, or if you're a Stryder dash out of it quickly. The thing that irritates me (but I know is balanced) is the Arc cannon, which keeps my Stryder in check from being too hard to hit. I've got a variety of options to stop that arc cannon shot from hitting me, form the vortex shield to the particle wall, but most of the time it's inevitable and I have to face it and hope I drop him quicker or fall back. Like when you throw a knight out in the open, giving multiple options for attack but a high chance of losing that piece if I don't defend it with abilities like the vortex shield.[/spoiler] Props if you read the spoiler. But destinys balance if taken the right way can definitely match up to that sense of chess, where its both strategic and fast paced. This is a great step in that direction. I would be ecstatic to see them come in game, slim of a chance as that is. I'd love to see Titans in destiny think about their shoulder charge, like "I see this guy on my radar around this corner, he's using a scout rifle, so he might be farther around the corner then I think, but if I'm quick enough I might nail him with the charge..." You get the point Hunters thinking "I know there's a guy around that corner, with a blind tripmine around there I can hurt him and force him back and chase him, or prepare with a throwing knife..."

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  • Nerf fusion rifles.

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  • So I really like the idea of this post so I'm going to address the issue with hunters after the ultra nerf. It was -blam!-ing stupid. The only reason Bungo did this to hunters was because PvP stats, they weren't stable amongst all classes and statistically showing that hunters had higher KDs. Why did they have the higher KDs one may ask? Because they needed everything down to the point hunters could out class everything, not because hunters are OP, because they made it to where the point every other subclass had such a massive amount of nerfs they didn't stand a chance. So you know what happens? Hunters get their "well needed butt-blam!-" like everything else. My main reasoning is my favorite subclass to run in PvP is Gunslinger, but personally I'm a PvE guy so this really irritates me. Trip mines might as well be -blam!-ing sticks with some weak ass glue on the end now because last time o checked they were grenades, not useless class slots. A grenade purposed for killing is supposed to kill, correct? Wrong according to Bungie. Because now they nerfed it to the point it doesn't even kill someone on the point of detonation when they have full health. Grenades meant for killing are supposed to do their jobs, and because of this nerf they are getting from their job. Thanks Bungie. BUT IM NOT DONE WITH YALL YET. -blam!-ing throwing knives. I'm not making this as long because I'm tired, but all my problem with them after the nerf is that if I throw a sharp ass knife into someone's head I expect them to die. Helmet or no helmet. If you're going to nerf something useful, -blam!-ING DO IT FOR PVP AND LEAVE PVE ALONE. WE WERE FINE WITH STICKING TRIPMINES THAT KILLED BUT YOU CUCKS DONE -blam!-ED UP. Stop nerfing shit to the point that it's useless. We might as well not -blam!-ing have supers if youre gonna keep -blam!-ing us in the ass with whatever shit you're trying to do with this game. Good day.

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    6 Replies
    • You can't really nerf the striker because either way it's still gonna seem op. I mean the titan slam is only a split second super

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    • Do I really need to follow someone's rules from their own post? This is just getting pathetic and no I didn't read any of this...yet.

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    • Please bring back smokes slowing enemies down. In pvp and pve night stalkers have been utterly neutered.

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    • This would be a good idea, but since about 75% of everyone on these forums never call for nerfs and 25% don't and bungie listens to the people calling for nerfs so the nerfs happen

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    • Edited by doom816: 7/3/2016 8:02:34 PM
      Nice attempt but it would never work because if you stop nerfing, then there will still be one op meta or class. If there were never needs in the first place then AR's and fusions would be op[spoiler]no hate intended, just my personal opinion[/spoiler]

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    • I honestly think that's a good idea. Although, I'm with you when you said that those presented ideas don't have to be implemented. I don't know, but some of those just don't sit right with me. I can't explain it, but I still love your idea anyway.

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    • Strikers are a nonissue compared to what sunbreakers, sunsingers, bladedancers, etc. used to be. I got to rank 5 IB as a stormcaller and died to shoulder charge probably five times TOTAL. Now I do think some abilities could use a buff (died to throwing knife about twice) but I don't think any more class nerfs should happen.

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    • I mean its an honest attempt but I think it would just unfold in reverse to the current problem you explained. For example slightly buffing X ability now makes its old counter not as viable or viable at all so you have to go buff that too, and it would just snowball into buffing everything and leave use a net gain of 0, just now we kill each other way too quick lmao. Of course maybe not thay extreme but look what 2 years of nerfs got us, whos to say what 2 years of buffs would really do

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      1 Reply
      • Edited by Helics: 7/3/2016 5:51:17 PM
        imagine it as a sharp, finely touched haircut. let's say someone comes into the shop and wants their sides trimmed, for example. the sides are slightly rough at first, and require a bit more touching. "Excuse me, Mr. Barber. The sides are looking quite uneven." said the customer. the customer was right. the sides did look a bit uneven, and one side was longer than the other. "Sure thing, Mr. Customer. I'll trim the sides a bit more." So the barber trimmed one side some more. However, the barber wasn't paying attention properly, and accidentally trimmed one side a bit shorter. It was acceptable, as the sides were a similar length, but the customer was picky. "You've managed to cut them wrongly again! Trim them evenly!" exclaimed the customer. "OK. Whatever." said the barber. although he was a bit tired of this, he trimmed it yet again. however, his laziness caused the sides to be done wrongly yet again, and of course this picky customer noticed. "You've done it wrong again!" shouted the customer. the barber, of course, had to tend to the customers choosings. although the sides had been acceptable on many occasions, the customer still requested another try, until the sides ended up looking worse than they had started. "I hate my hair! I asked you to do something about it, and now look what you've done!" the customer cried. The barber sat and looked at this mess of a job, and sighed. could he ever get it right?

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      • Or, we could just reset this game back to the way it was and Bungie could use some common sense when balancing this time around.

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      • Tooo looong. Just put it all back. Very simple.

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      • Still need to separate PvE and PvP nerfs. Make all guns have around the same time to kill in crucible. This will help with the gun meta and we know they know how to do this because they did it in halo.

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      • Edited by CoRRh321BlAsToFf: 7/3/2016 2:59:55 PM
        What we need to do to make everyone stop crying about a sun breaker wiping a team or a storm caller spawn killing you 20 times, is to remove all supers, all guns, all abilities, all jumps, every map, and just make it all into one giant padded room with everyone in straight jackets and strapped to the wall with tape over our mouths. [spoiler]#howdestiny2shouldbe[/spoiler]

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        3 Replies
        • I think it's actually a great idea. Except I think the warlock melee 'solar wind' should push them back as far as the cabal melee shield. It would really make it hard to decide between it and the melee overshield perk one. It would open the melee up to 2 solid choices. And it would be a good counter to shoulder charge.

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        • I agree with everything except for the suppression nades. They need a SLIGHT nerf in duration, not a "bungie" nerf. I think the radius of the nade is fine

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        • I think this is good but the things you said about adding blinding or making the target immobilized by the stormcaller melee would be too overpowered.

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        • This would not work. With ur given example of SC I can tell u first hand that it is not OP or needs a way to counter it. The striker class is a fast moving Power style of play. SC is harder to hit with then you think. 90% of the time that I get a SC kill it's cause I got the drop on that person, meaning they didn't see me coming or seen me too late. SC is easy to counter if u see it coming. I have been stopped by warlock punch hunter knife blink strike hand cannons shotguns sniper rifles hell anything can stop it. Most of the time when a nerf happens the class that gets nerf complains cause they got nerfed the another class needs nerfed. The balance in the game is not too bad. In the pvp parts it will never be balanced perfectly. Everyone thinks too much of mmo for it meaning Titan is a tank and should be harder to kill, hunter is a rogue sneaky and dps and warlock are burst dps. But everyone forgets that this is a shooter.

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        • I'm fairly certain smoke already slows down the momentum of a Titan sprinting at you.

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        • I thought his would be stupid but after reading it it actually made sense and is a perfect take on things. You're definitely on to something and i hope bungo sees this. Good work.

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        • It's not so simplistic. Let's take a simpler example that is easier to highlight the problem - Overwatch. Overwatch is much more of a system that you're talking about, where there are counters. Some are hard counters, some are soft counters- but it is much more along the system that you're envisioning. McCree is a hard counter to highly mobile characters, like Tracer. The problem is that his ability was too strong - it ended up being a hard counter to Tanks. That wasn't the intention of his ability. He was performing outside his area. He needed a nerf. ---- Nerfs are necessary even with counters. The game is lacking some counters. Snipers are outperforming for two reasons: 1.) Not enough counter-play 2.) They are too strong outside their area. For 2 - they need an intra-archetype fix (make the low impact snipers the mobile, close, quick scoping snipers while the high impact snipers be slow, hard scoping heavy hitters) For 1, all weapons need a boost to flinch, with a tweaks to high caliber rounds and unflinching. Sticky grenades don't need a nerf, but they need a counter. It's too easy to do a quick peak, instant kill without recourse for the other player. That isn't a fun experience. DoT could use a counter as well.

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          1 Reply
          • Year one was like rock paper scissors, everything had an appropriote counter...with a few exceptions.

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          • Great idea! Everything should have a counter, but that counter would also have a counter. Counter-ception!

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