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#feedback

9/16/2014 10:44:16 PM
42

Please don't pull a FromSoftware.

Don't constantly patch this game, nerfing every little thing the community gripes about. The game is fine. Content will be released gradually for everyone, and DLC will be released, obviously. Shotguns kill me at close range? Well damn. Snipers kill me at long range? Woah. Fusion Rifles kill me in between? Snap. Last time I checked out this Forum, everything was being pleaded for a nerf to be brought down on it. Just stop. :)
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  • My only grip is strikes or event enemies dont seem to match their level set. Almost instant regenerating shield with 3 direct rocket hits at a lvl 4 lvls higher then enemy target to pop shield and if no one hits him enough while having to fight his buddies his shield charges almost right there. Supers dont seem to dent some of these guys and unless your killing other enemies while chasing them or picking up light you may only super it once. To be more specific Im talking about the checkpoint event enemies that keep running away. It feel balanced if shield wasnt so quick to recharge or would seem to stop charging if shot. Or you didnt respawn so far away and had to catch up to help the 5 plus people shooting him only to fail because he ran through a enemy base giving aggro to everyone allowing him to further run. Heck even if they just made damage to these guys specificly ramp up super charge so you can get a few uses on him or his buddies who come to their aid it feel better. Some big enemies shouldnt have stomp one hit kill moves when some abilities or specials require you to get into those hit boxes. And I understand strikes should be long and difficult but the moon boss ogre needs something done. Spawn gets camped by knights and wizards with shrieker hovering in corner to the point a fire team had to rescue respawned player just so he could get out. I dont mind the ogres attacks much they seem balanced damage wise and how they are used, as the arena has cover. But its accuracy or cool down could use tweeking. What I mean is for such a long accurate blast with high fire rate it shouldnt be able to spam it or at least give airborne guardians a chance to not get smothered because they arnt able to dodge or out fall it making it hard to use upper pillars to kill knights who camp up there with those auto nade launcher things. If you stop even once your chances of survival even in cover from main target are cut drasticly. Shield low, need to scratch nose, to bad knights above you shoot explosives while wizards fly around spamming powerful rapid attack and those are just enemies above you, dont forget the knights who dont seem to slow down for any sort of damage until they die, because they chase you with swarms of thrall out of your cover so boss or wizards can bend you over haha. But in all light humor of that mess the only true reason it feels so grueling is the time sunk trying to give others time to respawn while trying not to die because 50% of his health rides on if you can get others back up before you too die. I swear we spent more time because of restart or because only one person was alive.

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