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originally posted in: I Have Reached a Conclusion
5/19/2017 3:30:02 PM
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I wrote last night that I agreed with you, but for different reasons so I would write my own post, and now here it is: First, let me just say that my entire clan watched the reveals on our own, and we didn't discuss it until last night when we all got on to play ESO and Warframe. We all came away with the same impressions: not psyched about the game, and that it is going in the wrong direction. Let me also state that I have been on the fence as to whether a fresh start was going to be worth it. I didn't embrace it or wholely reject it. I merely said that it would depend on the kinds of changes that it would help bring into the game. I can now conclude that the changes we received from the fresh start are completely NOT worth it in terms of what players like myself and my clan will be getting in return. So in that sense, Bungie made it even harder for me to buy D2, not easier. With all that said, my #1 issue Bungie [u]had[/u] to address in D2 was the separation of PVE from PVP. It just had to happen in order for PVE to flourish and for PVPers to be satisfied with a more balanced and competitive experience. Instead, it appears that Bungie has twisted themselves up in a position that even professional contortionists would be blown away by. They did NOT announce that PVE would be separated from PVP - a bad sign, considering they would have nothing to lose and would possibly boost sales from skeptic gamers if they made such an announcement. No - instead, they reordered the weapon systems, PURELY for PVP purposes, in order to make sure PVP is more balanced. The result? In both PVE and PVP, we will be limited to two primaries, and a category of weapon called "power weapons" which is just the special and heavy weapons smooshed into a single category - a la Halo. This appears to be intended to force more primary v. primary engagements in PVP by removing OHK weapons, another signal that they do not intend to buff primary damage and increase kill times to match the game's play speed. On the PVE side, this means that you will now take MUCH less DPS potential with you into combat. Having less DPS in PVE is not only not fun, but it is also going to increase grind and make the game more tedious - or content will just have to be dumbed down to account for the fact that we now have less firepower we can take with us. This is entirely the OPPOSITE approach I have been advocating for on these forums. Instead, I wanted to grind, and be able to obtain some insanely awesome firepower which would, in the end, reduce our grind for a time before the next DLC hit. This is the formula Y1 followed, and it made this repetitive game impossible to put down. Now, we will have presumably more grind, or face easier foes, and we will have less firepower at our disposal. As far as content goes, they were pumping up a better storyline and larger PVE areas to explore. That's all well and good, but those things were always EXPECTED. But they were oddly very quiet about PVP other than the mention that it was going to be paired down to 4v4's across the board. Again, I think this is another bad move which signals that Bungie is doubling down on trying to re-create halo rather than let Destiny be Destiny. By pairing everything down (or up) to 4v4, they are making it so that balancing changes made specifically for trials can also apply across the board. They basically had to do this to avoid having to make different balancing changes in 6v6 modes than they have for 3v3's. This is a change that really only effects PVP, but it again shows that Bungie is not abandoning its pursuit of re-creating the halo days. Instead, they are doubling down on their effort to do so. As far as the new powers go, totally unimpressed. All three are roaming supers, appearing to be intended to allow each class to have similar abilities, a concept that also seems to be aimed directly at PVP. If all three classes have similar abilities in PVP, it makes it MUCH easier to balance because nobody can say "I got killed by an ability my character doesn't have." But this also negatively effects PVE because there is simply no team synergy or abilities you can use (admittedly, that we know of yet) that can allow you to strategically overcome certain difficult encounters in the game. Again, I think that is just bad for this game, because PVE often requires abilities that add synergy to one another, but having differing abilities like that is what makes them so difficult to balance in PVP. For the time being, it appears that PVP has won out. Overall, the reveal did not address a KEY foundational question, which was whether they were going to separate PVE from PVP - or they DID answer it by way of inference which suggests that they are not. Instead, it is very apparent that PVE will endure YET ANOTHER nerf of our firepower for the sake of PVP balance - All because Bungie simply won't do the right thing and separate the two. All the reveal has really told me is that they are making foundational changes to the game for the sake of PVP, adding in some quality of life features to get casuals and solos more integrated into the community, and we will get more of the same repetitive grind for the sake of grinding that we have had over the past 2 years. I'm sorry, but more of the same of the status quo is what made me quit when RoI came out. This reveal all but assured that I will not be buying Destiny 2. I'll play the beta to confirm my thoughts, but I was not impressed in the slightest.
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    Sucks to be you

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  • Nah. It sucks to be you guys paying premium price for more of the same or worse- more of the same with less dps in pvp. Have fun ahooting a strike boss for an hour with your primary.

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    I will! I love destiny and can't wait for more

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  • Edited by White_corvid: 5/21/2017 2:25:37 PM
    It's this simple guys - I'd say 90% of guardians doing strikes/nightfall in D1 would loadout a sniper and their heavy of choice alongside whatever primary of course. So let's say you're in the final room sniping a boss and you're confronted by a wave of ads - you pull out your launcher or perhaps a sword, obliterate them and then continue taking down the boss with crisp headshots from said sniper. Nothing wrong with this...sound strategy, fun even. Guess what? You can no longer do this. Period! Not in the same instance. Instead you'd have to snipe, watch ads approach, fumble around in menu, lose ammo as you switch to a launcher and discover that you're close to death when you come out of the screen (having lost your focus screen of course). I can't even... It's baffling. Is this some kind of extravagant joke because damn! Did they check the aircon systems at Bungie? How did this get through QA? Oh yeah, I forgot, we're the QA team. Look, I'm all for trying new things and sure, there's other effective ways to deal with ads but I thought the idea was to broaden our choices. What we see here is a severe limitation to the most strategic slot in the game. FFS

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  • Bingo! And entirely unnecessary IF they are going to separate pve from pvp. In that instance there is no reason why we cant have the full arsenal in pve and make pvp players have a limited srsenal for the purposes of balance. You will never be in a position in this game where you can only have either a sniper OR lmg/launcher where you would be thankful for having an extra primary weapon over any one of those options. I realy don't care if they can make it work in pve or not- it is still a change in pve for the sake of balance in pvp. And what we reallywanted these last two years was to have changes made for pvp to stop effecting pve. Right out of the gates before you even start the adventure - before anyone even steps foot into pvp, your pve experience has already been watered down for the sake of pvp.

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  • You do know that its Bungie that designs encounters? So they can design different encounters for D2?

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  • Yes I know that, but if your guardian is only capable of handling so much because of AI scaling and the fact we can't take MORE firepower with us, it DOES limit the kinds of encounters that they can make because they're building the game for the casual gamer who isn't going to sit there fighting out the same encounter dying 100 times like other gamers will when playing a game like Halo on Legendary or Gears on Insane. So in essence, taking away firepower from us lowers the cap on difficulty of encounters that they can design. Not only that, but from the videos I have seen, people are shooting strike bosses with primaries for like 5 minutes and only taking the strike bosses down 1/3rd of its total HP. Tell me that its not going to get boring/old/tedious to spend that kind of time on every strike boss...

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  • Agreed.

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  • You and I want the same thing, but the real lack of the specifics from the Gameplay Reveal means that we only have the thoughts and opinions of those who were at the event, as well as what we saw on stream, to base our thoughts on the game at this moment. I believe DeeJ confirmed that more information will be coming out, so until you know absolutely everything, it might be best to hold off judgement until then.

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  • Your probably right though ill vote for hillary clinton before i trust a single word deej has to say lol

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  • And I hate that nasty bitch....

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  • DeeJ is just the communicator, no need to hate him. X3 But yeah, I would just keep an eye out. Maybe the Beta will clarify for us the situation. If there's still a need to play PvP for those who don't enjoy it, or if there is no separation of PvP's gear meta, then you will have your answer and you can wait until they inevitably patch it in.

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  • Its already clear they didnt separate pve from pvp. They could easily force pvp players to use 2 primaries where in pve we could have the old system- but they didn't do that. Were stuck with whatever changes they wanted to make to benefit pvp balance. Regardless of whether there are quests that take you into pvp, that fact alone demonstrates that they won't separate the two so both communities can thrive and be happy. They want totry to find some middle ground but weve seen over the last 2 years there is no change they wont make for the benefit of pvp no matter how badly it effects pve.

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  • Actually pvp and pve are separated

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  • No they're not. I saw the video you are likely referring to, and they never said "we can tune everything separately in PVE vs. PVP." They clearly said they will be able to separately tune damage in both modes - something that they've clearly been able to do dating back all the way to HoW. Even if they tune damage independently though, it doesn't necessarily mean its an adequate fix. Shotguns are a great example. Shotguns need range in PVE to be viable, and yet, shotguns with range are OP in PVP. So unless they can tune range independently as well, increasing that shotgun damage independently in PVE won't matter. You'll have a hard time getting close enough to anything stronger than a tier 1 enemy to use that shotgun and experience that increased damage, much thanks to the hindrance on range and damage drop off. I mean, they never said that they COULDN'T independently tune every stat in the game, but they didn't clearly state it either. They were clearly talking about adjusting damage output for PVE vs. PVP, which - again, they've always been able to do since AT LEAST HoW. Furthermore, if they separated PVE from PVP - why not allow the OLD weapon system to exist for PVE allowing us to take MORE firepower with us into PVE - and only limit players to two primary weapons in PVP? If they're truly separated entities, there's no reason to harm PVE in the way reordering the weapons does if they move forward with the system as planned.

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  • See you in d2

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  • Seriously. These people stay up to date on all the info & play every day while writing long posts about the game, & then they expect people to believe that they won't buy in again lol

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  • Did you even check to see the last time i played?

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  • Exactly, hypocrites lol

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  • Hhahahahahah

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  • I agree with some of the points you've made. But I do not agree that pve and pvp should be separate. That's what I liked initially about Destiny. They have the same guns and abilities across the board. As far as nerfing pve for pvp, I think you have a solid point. Obviously we haven't played it yet, but I wonder at the difficulty in pve. I don't really want pve to be less difficult. I do agree that all these changes were made for the sake of the pvp experience. I can't really complain about that too much because I like pvp when it's not lagging and when Hamrick doesn't fuk it all up. But that being said, I like it how it is now. This new thing looks like Halo and Overwatch. Just don't know. Idk man. I guess we will have to play it and make a judgement call afterwards.

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  • [quote]I agree with some of the points you've made. But I do not agree that pve and pvp should be separate. [/quote] The problem is, then, if you have a unified sandbox, sacrifices have to be made on BOTH sides of the board. Through two-plus years of balancing changes, it is crystal clear that the only side that will end up making sacrifices is PVE. Do you really think PVP players will tolerate a measure of imbalance if adjustments were made to give PVE players more sense of power in PVE? Not in the slightest! But the same consideration doesn't hold true in PVP - they will do ANYTHING to PVE to ensure that PVP is balanced. The unified sandbox keeps us hamstrung with how much power we can have in PVE because of PVP balance, and this is why most developers don't do it this way. PVP players want balance, and PVE players want power. You can't have both. And Power in PVP leads to imbalance, while balance in PVE leads to no sense of power progression- which is the core reason why players play PVE in the first place. So to side with a unified sandbox and make PVP oriented changes, Bungie has decided they want to make a PVP-first game, which is NOT the reason why I started playing Destiny in the first place. I stopped playing HALO 4's PVP in order to play Destiny's PVE. And it seems that they have pulled off a HUGE bait-n-switch. So i respect your desire to keep consistency across the board, but something has to give in this situation, and it will ALWAYS be the PVE players - which is why we wanted separation in the first place. Either that, or how about let the PVP players suck it and die repeatedly to really fun and powerful weapons - because that's what a loot-grinder is about - getting weapons that make a difference. But that'd never happen...

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  • Specifically addressing the power weapons and pve dps potential - couldn't they simply balance the enemies in pve around using primaries more, and make them less damage spongey? Since this is a new game with new systems, I don't see why that would be difficult for them to do. Meaning we have the same relative power in pve and better balanced pvp.

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  • Exactly.

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  • [quote]Specifically addressing the power weapons and pve dps potential - couldn't they simply balance the enemies in pve around using primaries more, and make them less damage spongey? Since this is a new game with new systems, I don't see why that would be difficult for them to do. Meaning we have the same relative power in pve and better balanced pvp.[/quote] So basically, there are caps on how challenging PVE is because we are hamstrung by the balancing needs for PVP then. See an issue with that? If they always have to engineer encounters due to our lack of firepower, that means they are going to have to tone down the difficulty of the entire PVE game to maintain the status quo feeling. Either that, or they will want to continue to preserve that sense of challenge, meaning that you will ALWAYS face the same grind. Again, that was the same problem with Y2/Y3. Endgame gear didn't reduce grind, so the grind always felt repetitive and tedious - and there was no sense of power progression. I actually don't see them being any LESS spongy than they are now, but AI's will certainly be adjusted so instead of being able to take 3-4 G-horn shots, they'll take a couple of mags of primary instead. So same grind, same problem - no sense of power progression. Overall, I think that when you limit our ability to take firepower into PVE, you limit the kinds of encounters you can create in all phases of the game. And this is essentially the a different permutation of the same problems we have had in Y2/Y3 - which is that we couldn't have really awesome, fantastic weaponry in PVE because of balance for PVP. Basically, it just shows that this is still going to be a PVP oriented game in a time where most players were begging for focus on PVE.

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