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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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4 RepliesHere is the thing- with all the changes you proposed, if they went into effect, shoulder charge would become pretty much useless since any charged melee would stop shoulder charge completely. Then what would happen- Everyone would gravitate to Juggernaut. Then, some kind of change would happen to render juggernaut pretty much useless. And because of this chain, 2 of the striker's best perks would become worthless. The only thing that I really think should happen to shoulder charge is that maybe the tracking might need a slight nerf, but only slightly. Other than that it is completely balanced and counterable.
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2 RepliesSo your idea is to give warlocks a pve boss aoe to counter shouldercharge
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Good idea. If we went back to the original state of subclasses it would be a good start. From then out using hindsight to help we can fix this stupid shit.
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1 ReplyBump for later?
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Well the Titan defender class isn't used at all and I was thinking since it is supposed to defend you not do tons of damage add a perk that makes enemies passing through the bubble are slowed
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1 ReplyYou are on to the right idea, but the actual changed you proposed are very shoulder charge centric. What will balance smoke grenades? What will balance that stormcallers melee? They have to intertwine pretty much every ability in the game and see how they react towards eachother, and based on how much there is, it is statistically impossible really to make every perk evenly matched.
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1 ReplyI can agree that people don't often catch the full effects of a balance change. I seemed to be the only one that could connect the dots about titan's not being hard countered anymore since they nerfed both of the gunslinger tools and the wombo combo from night stalker and the sunsinger combo. It's nice to see some people catching on to that now. However for the most part i'm actually content with 90% of the changes done to classes. It's weapon balance for the most part I don't agree with for bungie. I don't agree with your solution though. It's fine to have soft counters in the form of abilities. But hard counters should almost always be player skill based. Like the hardest counter for shoulder charge has always been player awareness. If we just added some equippable counter for shoulder charge I can only see the ability end up being worse off.
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Just 1 thing smoke alredy knocks out the shoulder charge
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I'm a busy man! I don't have time to read all that!
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This whole thing of weapons rising over others came from the beginning of the game. Think about it, so in vanilla auto rifles were the king because they did the most damage and were the most reliable at killing enemies out of all the primaries. So bungie's way of reworking the gun meta was by buffing the other primaries ( pulses and HC, scouts will always be underused). But at the same time, auto rifles were nerfed to the ground completely to the point that up until the taken King were considered jokes. The problem that faces bungie isn't that there are new kings rising, it's that they keep nerfing them. Auto rifles did not need to be nerfed, other primaries only had to be buffed. That's it. Its really stupid how there's always a nerf else when one thing is being nerfed. Id say that if auto rifles weren't touched by this mega Nerf back in the dark below, then this trend of nerfing other things while buffing others wouldn't have happened.
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Honestly I think this might work but like bungie said they didn't want everything overpowered and as being a Titan I don't like that most things you suggested countered the striker
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1 ReplyShoulder charge is fine a shotgun, Last word, sidearm, fusion rifle, fusion grenade, magnetic grenade and flux grenades all neutralize the shoulder charge. Bungie dont nerf anything else I think they want people running aimlessly into each other like those sumo suits people wear. Don't nerf shoulder charge it is fun to nail an unsuspecting guardian and frustrating when the guardian you are trying to tank is smart enough to be able to counter it quickly. It is boom or bust not OP.
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3 RepliesYou had me until the changes happened. By tampering with things you offset the game more. Adding blindness to an already ridiculous range on stormcaller melees they become the new flame shield, I win every melee fight, beasts. Honestly shoulder charge is not hard to counter. I might change it's degree of tracking a little but that's it
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Edited by Spyro: 7/2/2016 6:11:57 PMIt sounds good on paper, but I feel like this will cause another OP chain reaction... but backwards.
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This would be great, but Bungie will never go for it because everyone working on balancing is incompetent.
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Edited by LoNEwoLF: 7/2/2016 6:57:18 PMi have an opinion, why not just reset every subclass to its original form and then try ti see how to counter it, btw i found out that sidearms may be the solution 2 shoulder charge.
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I can see it working, BUT don't give a counter to everything in any single class. Weaknesses need to exist
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Edited by juicestain1208: 7/2/2016 7:24:33 PMGood idea, it might work... I like the rock-paper-scissors analogy. That's how the game should work. You can't have [i]perfect[/i] balance when their are so many abilities and perks on the different subclasses. Its good in theory, but unfortunately with Bungie it probably wouldn't be good in practice...they'd just break something else. You're explanation is the reason why I (and many others) are against [most] nerfs. It messes with the dynamics of the game and, quite frankly, makes it less interesting and more boring. I think Bungie needs to go back to the drawing board on the nerfs they've done. Most of the class nerfs have been largely overdone and have broken a significant feature of them.
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Hmm.... Good question. I think you should get over it and start playing overwatch.
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Is is impossible to counter a one-off super.
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Never thought of it that way before, and that is absolutely how it should be.
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Holy -blam- this guy gets it, nothing I have to say. GG btw never noticed how the constant cycle of the meta works.
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Definetly an interesting philosophy/idea.
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Edited by Freezing Dart: 7/2/2016 6:45:52 PMThis will exhaust melee charges to stop SC, while SC doesn't cost anything.
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1 Reply180 when hit with it. Or just make it so it stops momentum of a moving person for 2 Ehhhh?