Appreciate Mercules and Kyt on. They always have something great to talk about regarding the game, and its always good to hear their insight. With that being said, time to talk about the topics:
[b]What are thoughts on the updates Bungie has made to PvP, has it improved play? [/b]
If anything, it further hindered certain gametypes. What is really the point in even going for a tag now in supremacy when you get credit for a point on a kill? This just fundamentally changed what the gamemode even is in the first place, and just turns it into a long teamshot clash variant. Just no point here to the change, along with the score upgrade. this mode overall just is dead on so many levels, with the pacing, the weapons system, and the 4v4. Supremacy does not belong in this game.
Control also suffers from similar issues as supremacy, as it just doesnt work in the game they are presenting us with. The spawn logic fix was a needed change, but from the games ive played today, it doesnt really feel different. The overarching increased score for mercy just made no sense here, as the score difference was already kind of silly for the mercy rule kick in spot (50 or 60-9), so now they increased this further, which just makes it more drawn out for longer. No point in it. Score change will not make this mode any better, as it just doesnt really fit this game.
i really have no opinion on survival, as i never saw an issue with how it way set up to start.
[b]At this point in D2, how does the new weapon system (kinetic, energy, power) stand up verse D1's system?[/b]
PVE wise, the D1 system is far and a way superior. PvP wise I feel the same, with one notable selection I'll get to momentarily. This is far and away the biggest gripe i have with this game, besides unrewarding endgame and 4v4, with the weapons and 4v4 often being the dynamic duo. PvE is just awful with this system. it really limits how you can approach things on a higher end content level, ie the Raid or NF, as it just makes the content a real slog at times with two primaries for choices.
To be honest I would have prefered them to have made the kinetic slot all elementals and keep the heavy and secondary slots of D1. For some reason, I just think that they are putting too much weight on the element.
Crucible wise, its hard to make parallels to this without talking about 4v4, as they often go in tandem with one another. The short answer is for almost all modes its a resounding no for me, as its the main factor as to why games are snails paced, and teamshot oriented only. It removed the fun within the crucible, at least for me, as you just have only so many ways to do things, and it is the anti-thesis to my preferred way to play the game, which is semi aggressive to objectives to capture. Right now, I just play the game of who peeks first, and how many, and thats just not fun to me.
The only place in my eyes, that the new weapon system works well is the Countdown gametype, as it just works well, but that may have to do with the fact that im used to the Search & Destroy methodical play, as this is the quintessential competitive game type next to Capture the Flag for MLG play. It just works here.
[b]Do D2 game modes really fit 4v4 play?[/b]
It really comes down to the game type. The quickplay game modes of Supremacy and Control had to sacrifice a ton just to try and be viable in this new style of play, and both modes do not work at all. They both need the faster pacing of their original versions to be playable at all, and 4v4 completely kills these modes, as does the weapon system changes, which do not play into these two modes at all. There is a reason why competitive CoD teams use a game mode like CTF as their objective game type, because it fits into the lower player count quite well, where as Domination (Zone Control) just does not fit the premise at all.
clash and survival are really the same thing, since they are both TDM, they work in either system. The only game type that I feel works with this 4v4 style of play is Countdown, where as the the player count and weapon system work really well for this type of game. Its why when Trials is Countdown, it feels right.
[b]Lack of power and ammo in Prestige level play[/b]
This is why the worlds first teams were using a ammo glitch to be able to get some consistency to droprates, as the power ammo drops can be abysmal. There is a very real issue here, and part of me feels that the weapon system change has just amplified this issue to a large degree. its hard to take on mobs like bathers with primary weapons only. If we still had the old weapon system, this wouldnt be as big an issue, but it just becomes way more glaring due to the weapon system constraints.
the same can also be said about the lack of Kinetic and Energy ammo as well, as ive also seen this be a major issue, expecially on Calus, where i run out of all and barely can get ammo at times. I imagine the issue is worse on Prestige Raid, as I just dont really see a point in doing it. However this is an issue on normal, and i just expect the issues to be exemplified.
[b]Is D2 too extreme casual to hard core?[/b]
It leans towards the extreme casual side for most of everything.
[b]Thoughts on balance, kill times and the Bungie ethos on weapons[/b]
Awful on the ttk and balance issues. Their Ethos is what consistently holds the game back.
I lean towards Mercules' opinion mostly on this.
[b]Will D2 be a reverse of D1's backward power creep? [/b]
Going to have to also agree with Mercules on this part. Its going to end up the same.
-LK
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Edited by Lost Sols: 11/6/2017 9:45:06 PMI think they completely ruined Supremacy. It didn't give a huge advantage to fireteams and now that it's Control 2.0 it's completely biased to them. In my opinion Bungie made a critical error in switching to the new weapon system. They decided to combine that with not allowing us to progress with endgame rewards. Nightfalls and raids should be hard, but they should also drop rewards that allow us to progress beyond their power level. That's kinda the point isn't it? To complete high end content for rewards that eventually make that content much easier and us feel like badasses? But they don't and what's worse is that the prestige level content doesn't either so their is literally no feeling like we are accomplishing anything as we never get stronger and the content never gets easier. The prestige Raid is a bitch. Yeah the challenge is fun the first time, but who wants to spend hours on it every week because the difficulty level never decreases through drops? Where this all ties into the change to the weapon system is that, had they made this change but we were getting Kinetic and Energy weapons from Prestige Nightfalls and Raids that hit like trucks in PvE, I don't think we are having this conversation. People would be coveting those drops and the weapons would be exciting. Hell, even if they dropped at power levels unattainable through other modes of play that allowed us to infuse up our other weapons to be better. But they didn't and so our double primaries feel weak and inadequate vs the highest level endgame content. Also, I get that there would be an outcry from some of the player base that it's not fair to only get to endgame power that way, but IRON BANNER. Make it mean something again. Lastly to kill times, I was telling TKL I think that the weapons feel as close to HoW as far as in relation to each other as I've seen and I like it alot, but the grenades and melee are WAY too weak and ability cooldowns need to be a little faster. Not D1 fast, but midway between what we had then and now.
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Edited by Lord Kielron: 11/8/2017 2:12:05 AM[quote]I think they completely ruined Supremacy. It didn't give a huge advantage to fireteams and now that it's Control 2.0 it's completely biased to them.[/quote] Agreed [quote]In my opinion Bungie made a critical error in switching to the new weapon system. They decided to combine that with not allowing us to progress with endgame rewards. [/quote] To be fair, and I hate putting it so childishly, but the new weapon system just sucks. It just makes no sense from multiple standpoints. Everything else all sort of went in tandem with the way they designed the fundamental system around the PvP system. Can't have excellent endgame rewards if it would unbalance the PvP side. [quote]Nightfalls and raids should be hard, but they should also drop rewards that allow us to progress beyond their power level. That's kinda the point isn't it? To complete high end content for rewards that eventually make that content much easier and us feel like badasses?[/quote] Yes and no. You do not need to lock the most powerful gear behind the highest level content. It just needs to be useful to make that activity easier, i.e. Adding an extra damage modifier to Cabal on weapons, and having an increased move speed bonus when holding the charge within the raid, and that's just two examples of things to make that raid gear more worth collecting, as it benefits you within the content. There are quite a few ways this can be approached to increase worth. Even the VoG stuff was not the be all end all, but most of it was well designed around what they were built for, which was the Raid and PvE content. I can keep going, but I hope you can get the general gist of where I'm going here, and if not, I can always clarify if need be. [quote]But they don't and what's worse is that the prestige level content doesn't either so their is literally no feeling like we are accomplishing anything as we never get stronger and the content never gets easier. The prestige Raid is a bitch. Yeah the challenge is fun the first time, but who wants to spend hours on it every week because the difficulty level never decreases through drops?[/quote] That's why I will still defer to the D1 system being vastly superior to this one. [quote]Where this all ties into the change to the weapon system is that, had they made this change but we were getting Kinetic and Energy weapons from Prestige Nightfalls and Raids that hit like trucks in PvE, I don't think we are having this conversation. People would be coveting those drops and the weapons would be exciting. Hell, even if they dropped at power levels unattainable through other modes of play that allowed us to infuse up our other weapons to be better.[/quote] I disagree that this conversation wouldnt be made. You really have to look at just what made things special and work to get where the value is. By definition they couldn't design them to hit like trucks because they are both "Primary Weapons", and thus as such are never meant to be powerful in that regard. Power level is all but irrelevant by design, as it's just a glorified barrier to entry and nothing more. I will still maintain that the old system was always the superior system due to its flexibility in all spots. I will still maintain there was no point in creating a secondary primary slot for an elemental burn, heck think of the old system setup, except that you can turn your favorite kinetic into an element of your choice via the mod system. This gives more value to these repeat drops just on that factor alone. I understand people's povs regarding this 2 primary system, but I can't help but think that they aren't judging the change fairly themselves, as they are just judging it based off of why D1 became an abilities game, instead of remembering the flexibility before Bungie coined the "Nerf or Nothing" phrase that made weapons weaker and weaker, causing abilities to get the way they did at D1s twilight. I feel that's really why most prefer this new system, and why they are blinded to what the old system was really like back in its heyday. I don't think it helps that this game was built to bring two diametrically opposed gamers (RPG/MMO and FPS) together under one banner, with each having contrasting opinions, and forcing everything to be the same across the board, which is a huge downfall in its own right. [quote]But they didn't and so our double primaries feel weak and inadequate vs the highest level endgame content. Also, I get that there would be an outcry from some of the player base that it's not fair to only get to endgame power that way, but IRON BANNER. Make it mean something again.[/quote] As long as the system is built the way it is, I can't see them really making anything worth the time and effort. Hence why their ethos gets in the way. The only way to get it to mean something is to up its power and regulate availability, and with fixated rolls and this balance direction, that just cannot happen, as it's opposed to one another. [quote]Lastly to kill times, I was telling TKL I think that the weapons feel as close to HoW as far as in relation to each other as I've seen and I like it alot, but the grenades and melee are WAY too weak and ability cooldowns need to be a little faster. Not D1 fast, but midway between what we had then and now.[/quote] HoW is not the best example of balanced to each other, as three Exotic HCs dominated most games inside the crucible, while Autos were the complete opposite. If I would pick a timeframe that was most balanced to relations of one another early TTK (pre Dec) would fall more into that category of balanced to one another because they literally forced it to be that way going into TTK. Ability cooldowns are just painfully slow and painfully weak for the time you need to wait for them. Problem is I cannot see them getting any better because of their focus on crucible balance. If anything I'm fully expecting to see pulse nades receive a damage nerf way before I see them changing things that need to be done in the manner that this game desperately needs, before the life is completely choked out of it. Appreciate this discussion, Sols. 👊 -LK
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Great points.