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Destiny

Discuss all things Destiny.
Edited by Doodlebob: 2/10/2015 9:43:21 AM
0

Balancing issues/glitches still in Crucible

[b]1. Warlock grenades:[/b] Axion bolt, solar grenade, and firebolt grenade. Axion bolt and firebolt are both supposed to shoot projectiles of some sort at enemies and do damage. I've begun to notice now that multiple times per match, you will throw one only for it to explode and deal 20 damage to the guy standing 10 feet away instead of the full damage it's supposed to. Firebolt and solar grenades are also buggy. One of the sunsinger perks says "[b]ALL[/b] grenades ignite enemies, doing damage over time." The issue in question is that they often times do not ignite enemies like they are supposed to. I can throw a solar grenade onto a control flag, and it'll cook a guy standing in the center of it until he's 90% dead, but then he just runs away and isn't ignited, resulting in a lost kill. I'm not sure if it happens with fusion grenades, I don't have much experience with them. [b]2. Sunsinger radiant skin perk:[/b] It only gives a 50% reduction to incoming damage. Oddly enough, you get the same damage reduction even when not using the perk... Ever been killed by a self revived warlock? Notice how they're hard to kill? Yeah, they're taking 50% less damage without even using radiant skin. The perk is useless. I suggest boosting its damage reduction to around 65%. Personally I'd use a stronger radiant skin over self revive. [b]3. Spam snipers:[/b] These are becoming increasingly common. These sniper rifles have little to no recoil and allow the player to fire rapidly and kill players from very long range in two shots. The most common ones are patience & time and praedyths revenge. Personally I don't think someone should be able to treat a sniper rifle as an overpowered scout rifle. [b]4. Special ammo spawns:[/b] I still cannot believe this has not been addressed. The problem with special weapons in general (shotguns and FR's in specific) is that ammo is readily available in all corners of the map, throughout the entire match. Bungie says they're attempted to "balance" this by reducing the amount of reserve special ammo you start with in a match. Really? Even if you start with 10 shotgun rounds, that's plenty enough to last you the 30 seconds until the special ammo crates start spawning. All you have to do is reduce the spawning of special ammo crates. Spawn 2-3 crates every 2 minutes, placed strategically around the map. If you really needed to, you could add a 20% chance for players to drop primary ammo on death. It would disappear after 30 seconds. [b]5. Thorn:[/b] This weapon is the equivalent of gluing an egg to a wooden spoon for the special needs children in a competition. Two headshots to kill and 3 body shots to kill... That's a bit ridiculous considering literally every other hand cannon requires a minimum of 2 headshots and 1 body shot (or a 3rd headshot) to kill, and 4 body shots (except hawkmoon, but its effects are random) unless there is some other kind of effect in place such as increased damage for reloading after a kill. Even the strongest hand cannon in the game, timurs lash, requires two headshots + one body shot to kill. I say again: This gun will ALWAYS kill in 2 headshots and 3 body shots, unless the enemy has a shield of some sort. Don't bother telling me that you have to delay the shots for it to kill in two hits. It doesn't, and I have video to prove it. Simple solution: Reduce the poison damage slightly. This will make it so a 3rd or 4th shot is required to kill the enemy.

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