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7/12/2018 3:31:09 PM
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People don't want 1v2s to be easier. They want them to have outcomes determined by skill....not just numerical superiority. Bringing more guns to fight in a closed fishbowl is not really a skill and not really a very interesting way to play in the eyes of most players. Because of the lower TTK, special weapons, faster health regeneration, and more powerful abiltiies. Skilled players (in terms of both mind skill and thumbskill) could take on multiple players. By simply outgunning them with a primary (better accuracy)...or by making better DECISIONS than their opponent. On my PS4 there is video of me winning a 1v4 in an Iron Banner match in D1. It was a poorly executed team push where they came at me piece-meal rather than as a cohesive unit. The first two rounded the corner. I killed both of them because of the faster TTK and faster health regeneration. I put the first guy down before the second guy could put fire on me....and because of the faster fight and faster health regen, I was able to out-duel the second guy as well. The third guy came around the corner so fast that I was still weak, and didn't even have time to reload my primary. So tagged him with a fusion grenade. Dead. The fourth guy came around the corner. I'm out of grenades and primary is still empty. I take my sniper rifle and put a hip-fired round into his chest, and then melee him for the kill. That's the kind of "Hero Moment" that is the product of knowing the game well...and CHAINING together GOOD decisions could produce in Destiny 1. Moments that allowed for skill expression and sense of player power. THAT PLAY WOULD SIMPLY BE IMPOSSIBLE IN DESTINY 2...AND THAT'S WHY PEOPLE DON'T FIND ITS PVP ENJOYABLE. Odds are in Destiny 2, that entire sequence would have just resulted in a kill-trade. I would have outdueled the frist guy. But because of the longer TTK and the slower health regen, I would have been easy clean up for the second guy. Either because he would have been able to put fire on me before I could put the first guy down....or because the first guy would have left me in such a weakened state that winning the second gun fight would have been impossible. Even if by some miracle I won the 1v2...I would have had to run away and hide. Because of the nerfing to grenades, and removal of special ammo from the game....I WOULD HAVE BEEN LEFT WITH NO WAY TO QUICKLY KILL THE THIRD PLAYER....NEVER MIND THE FOURTH PLAYER....UNLESS I EITHER HAD MY SUPER UP, OR POWER AMMO AVAILABLE. So----because of Bungie's heavy handedness---play has been rigidly funneled into a mold of every gunfight basically being decided in favor of which ever side brings the most guns. So wind up with a game that is dull, frustrating and repetitive (not in a good way.)
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  • I'm reading a lot of the replies here and it seems more apparent that I play shooters much different than most people. I don't want the same thing from this game as others. I do t want the same kind of gameplay as others. I'm not a Halo person either, I'm from Battlefield. I dont know how that compares to Halo but I want a team oriented game where 1v2+ is a novelty experience not the norm. I feel that what we have now is closer to my preference and what people want is further. I feel that when September comes around I'm going to hate this game.

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  • Battlefield is trying to recreate the experience of the typical soldier in modern combat. Destiny is trying to let people experience what it feels to be one part warrior-angel and one part superhero. That’s why Bungie keeps alienating the player base the more they try to make the game play like a [i]standard[/i] shooter. It stopped being one the moment they added [i]space magic.[/i]

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  • Don't patronize Kelly. I know what the differences are. It's what drew me to a console shooter from PC. Along with the most superior console gun play and mechanics I'd seen at the time. The biggest challenge for me was and still is...vertical game. I'm terrible at it and have trouble defending against it. I might be rooting for BF V for me. (Not saying Destiny Kieran). Just don't know whether to go back to PC or stay on console.

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  • Not patronizing. I’m reminding and emphasizing. Because this is [i]precisely[/i] the mistake Bungie keeps making. Ninety-five percent of this game’s problems come from Bungie making design decisions that are incompatible with the game’s core identity and the experience it is trying to create. So I’m emphasizing that trying to create the Battlefield experience you want on a gut level in pvp, breaks the game’s core power fantasy. I know you understand that. But Bungie acts like they don’t seem to.

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  • [quote]So I’m emphasizing that trying to create the Battlefield experience you want on a gut level in pvp, breaks the game’s core power fantasy.[/quote] I don't want the 'core' of this game to be Battlefield. However I do know that PVP play in-and-of-itself demands a level of balance that Destiny has never really been able to have. Whether it's neutral balance or Rock Paper Scissors they are pretty clueless. I was/am a proponent of separation of PVE and PVP balance. Even of weapons or at least weapon perks different for both modes. We all know though that Bungie doesn't want to do that. So we're left with having this split between power fantasy in PVP and balance in PVP because these things are incompatible to try and 'mix' them.

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  • Like I said, I know that YOU understand how we got here, and what I was saying was for Bungie's benefit. [quote]So we're left with having this split between power fantasy in PVP and balance in PVP because these things are incompatible to try and 'mix' them.[/quote] Which is the painful combination of Arrogance and Ignorance on Bungie's part that got us here...that has defined the last 3 years of this franchise...and gave us the trainwreck that was Vanilla Destiny 2. The Arrogance that Bungie believes that they can succeed where others have failed. The Ignorance in that they fail to understand that the reason why everyone else has failed before them IS THAT IT SIMPLY CANNOT BE DONE. Because there is no "middle-ground" that shooter gamers and RPG gamers will accept...and Bungie should have realized that after Year 1 of Destiny 1. But instead they just keep HAMMERING away at that square peg, trying to get it into that round hole. [i][b]If I only hit it HARD enough and at JUST the right angle.......[/b][/i]

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  • And this is why I'm afraid of what PVP will become after Forsaken. They think that their changes are subtle but they wind up shooting way past their intentions. This is partly because of what you are saying and partly because they have terrible QA. They simply just don't play the way their playerbase does. So they never test things in a realistic way and almost never look at the secondary and tertiary consequences.

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  • [quote]This is partly because of what you are saying and partly because they have terrible QA. They simply just don't play the way their playerbase does[/quote] Because they've always been approaching their sandbox testing with an AGENDA: "Can you play the way that we want the game to be played." (You saw this big time with the "Go Faster Update", and dumping power ammo into the game.) But this always goes sideways because they don't respect the reality of competitive games (because they have no experience with a sandbox that actually has to be BALANCED): COMPETITION DRIVES EFFICIENCY. That's why its the backbone of Capitalism. Competition will drive players to adopt the Most Effiecient Tool Available to use....and the Most Effective Tactics Available.....in order to give themselves the best chance of winning. Which is why there is always a META...and why the META always takes the same progression: The weapon or tactic that gives the Fastest TTK....that is the most readily obtainable...and is the easiest/most forgiving to use. So even when---with vanilla D2---we had a sandbox NERFED to the point of a bland sameness with respect to TTK, THERE WAS STILL A META. Because every just defaulted to the weapons that were the EASIEST TO USE. As a result the sandbox never plays in the way they expect....because they don't test it from the same perspective a real player will.

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  • Exactly, Kelly.

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  • Couldn’t agree more

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  • I do agree some of the changes they have made have impacted the ability to have moments like you described. For example: [quote]The third guy came around the corner so fast that I was still weak, and didn't even have time to reload my primary. So tagged him with a fusion grenade. Dead.[/quote] That wouldn't happen now, because nades are pretty much useless. Now grenades are more of way to deter the enemy from going somewhere or to cover yourself while you run away to regen health. I also agree with the OP though, that lowering TTK won't resolve as many issues as people think.

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  • I understand your post completely and agree with most of it. Unfortunately a lot of what you're describing has little to do with TTK and nothing to do with Teamshooting. You admitted mostly that your IB scenario wasn't really teamshooting aside from the initial 1v2(out of 4). The rest of the encounter was thumbskill and correct use of environment and abilities. [quote] I killed both of them because of the faster TTK[/quote] No, You killed the first one (maybe) because of TTK and the second because of either you're movement (evasion), something in the map (terrain), or a skill gap. You simply don't survive a 1v2 on TTK alone. The 3rd and fourth kills were ability and power weapon based combined with movement. Again not TTK I agree that these things are [u]less[/u] possible in D2 because of ability nerfs in general. That doesn't mean they don't happen (I'm sure you understand that) they are just harder, can take longer, which give people more time to run away. I can understand how this frustrates people. [quote]I would have outdueled the frist guy...[/quote] I don't for a second believe that lower TTK changes this because that lowered TTK affects the second guy too. So again unless there is a large skill gap in your favor your dead just as quick or quicker. [quote]Because of the nerfing to grenades, and removal of special ammo from the game...[/quote] This I can agree with in terms of not only survivability but simply usability.

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  • The problem isn't team shooting....and the solution isn't just a reduction of TTK. I"VE NEVER argued that. People focus on team shooting because it is emblematic of the extremely narrow play options that this game offers...and the extremely repetitive basic game play loop. Which was talked about to REALLY good comedic effect by Mtashed. He basically made the same point I did in my last post (but he was a lot funnier) about the variety of game play options available to you in Destiny 1. But in Destiny 2, the game play loop (if you try to play as a single player) is: Fire your primary.....HIDE.....HEAL......RE-ENGAGE. Over...and over....and over again. ..and the only way to break out of the monotonous loop is the one or two times a match you had your super and the one or two times (if you were lucky pre-sandbox update when he made the video) a match you got power ammo. So your only options to play this game is either THAT.....or mob up and team shoot. And NEITHER of those options are particularly fun compared to what was possible in Destiny 1...and other fast-moving augmented-mobility shooters like Titanfall and Titanfall 2. TLDR: The "topic" is teamshooting. The ISSUE is extremely narrow, stilted, and predictable play with almost NO play style options because Bungie was hellbent on micromanaging play to the Nth degree..... ...that they basically destroyed every other way to play the game other than the way they wanted to "promote" (Overwatch-style team shooting.)

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  • This

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  • [quote]Fire your primary.....HIDE.....HEAL......RE-ENGAGE.[/quote] But...This is how you play shooters. Every shooter game plays this way. D1's abilities just made it faster because they were more available and you healed faster. That's the only difference. Bring that back for sure but TTK doesn't really need to be touched.

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  • [quote]But...This is how you play shooters[/quote] No you don't. [quote]Every shooter game plays this way[/quote] No they don't. Titanfall is an extreme example but encounters are over so fast in that game that you really don't have anything that can truly be called "gunfights". Titanfall is really a game of movement and positioning such that you can be the player that gets the drop on your opponent...and wins the encounter. Now that comes with its own problems (latency)...and Destiny doesn't need to be anywhere near that fast in terms of TTK, because Guardians don't move anywhere near as fast and unpredictably as Pilots do. [quote]D1's abilities just made it faster because they were more available and you healed faster. That's the only difference.[/quote] No. Destiny 1 was a fast game....because it was a fast game. Guardians in Destiny 1 had the ability to move very fast and very unpredictably. WHICH DEMANDS A FAST TTK IF YOU WANT PRIMARY (MULTI-SHOT) WEAPONS TO BE THE META....and gunfights to be decisive. And when the TTK was around 0.6 in vanilla Destiny 1....YOU GOT EXACTLY THAT. A fast, flowing game where everything was in balance. Fights were decided by primary weapons....and special weapons were situational weapons. But you wound up with a game that played FASTER than "Halo Grads" wanted....so they complained...and Bungie listened (because a faction within Bungie wanted to recreate Halo was well.) So Weisznewski started nerfing the game's primaries. The Rubicon was crossed in Feb 2015, with the great AR nerf. That's when primaries were no longer powerful enough to keep up with the speed of play...and when LEGENDARY special weapons became a problem. That was when someone could rush you with a shotgun, and you could no longer stand your ground and fight them off. Primary weapon users had to learn how to backpedal while firing...and spent the next two years backpedalling. But that wasn't good enough. Bungie kept on nerfing primaries in an effort to micromanage play. By the start of year 3, TTK was now north of 0.85 seconds for all but the very fastest killing weapons in the game..... ...and EVERY special weapon in the game was no a problem because a primary weapon was now no longer a credible threat to anyone but the person trying to use it. Snipers were reined in by the use of flinch....but shotguns and fusion rifles became intractable problems. Bungie just out and out BROKE fusion rifles....but they were unwilling to nerf shotguns to the point of breaking them to protect the underpowered primaries. So they just STARVED ALL SPECIAL WEAPONS OF AMMO. Which is when the Crucible really went to shit. Because you still had the fundamental problem. THE LACK OF A WEAPON THAT COULD KEEP UP WITH THE SPEED OF PLAY. So people first tried to go to weapons that bypassed the special ammo nerf....then Bungie shutdown that loophole. Which is when you go the ability spam...and the fusion grenade rush. But instead of taking EVEN THIS as a hint that primaries were underpowered...FOR DESTINY 2 THEY DOUBLED DOWN ON THE NERFS AND JUST NERFED OUR GUARDIANS FROM STEM TO STERN..AND THEN NERFED PRIMARY WEAPONS AGAIN. (Halo or Bust). Well we got bust. Because it nerfs, the dual primary system (so you can just remove special weapons from the game entirely) just sucked all the fun out of the game, and helped break PVE. BUT IT DIDN'T SOLVE THE FUNDAMENTAL PROBLEM. BECAUSE NOW, PEOPLE JUST SOLVED THE UNDERPOWERED PRIMARY PROBLEM BY TURNING MULTIPLE WEAPONS on the target. Which is why we now have this intractable team shot meta....and why it isn't GOING ANYWHERE until Bungie finally stops trying to pound a square peg into a round hole AND FINALLY GIVES US SOME -blam!-ING PRIMARY WEAPONS AGAIN THAT CAN KEEP UP WITH THE SPEED OF PLAY!!!!

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  • That's when people complained about shoulder charge and sticky grenades being a problem as well. In year 1 d1 shoulder charge wasn't a big deal and it was more high risk high reward. The nerfs to primaries and special ammo made it easier for the ability spam. I don't think it was the abilities that were the problem but the fact that our options were narrowed down to where it was better to stick someone with a grenade than melt them with a primary. And now weapons deal less damage and stickies are a joke. I remember sticking a charging Titan in the face and watching the damage dealt after I died. It only took his shields down by a quarter. Now I'm not exactly saying they need to be ohk but definitely an option. They are not.

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  • Thank fn god SOMEBODY finally agreed with my assessment on this issue.

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  • [quote]Thank fn god SOMEBODY finally agreed with my assessment on this issue.[/quote] I wa beginning to think I was ge only one that thought this way as well.

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  • Lol, tell me about it

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  • I kind of misiterpreted the "Fire your primary.....HIDE.....HEAL......RE-ENGAGE." thing I took the "Fire your primary" As meaning a kill....because after a kill, especially if you are hurt, you disengage and heal. You don't spring headling into another fight. At least I don't. That's why I get into it with 'aggressive' players. Personally that is not my experience in this game. I generally don't disengage unless there's a kill (either way). But if I do win I disengage and heal.[quote] And when the TTK was around 0.6 in vanilla Destiny 1....YOU GOT EXACTLY THAT. A fast, flowing game where everything was in balance. Fights were decided by primary weapons....and special weapons were situational weapons. [/quote] Sure. But I personally hated that 'speed' of play. I didn't like how there was little time to react to an engagment. However what I did like was that if I was good enough I could take out a shotgun rusher before they got to me. In those situations the lower TTK meant something. Something you point out very well wasn't easily done (or at all) in Y2. If matching primary power with the speed of play = lowering TTK I can understand that and get behind it. I still believe it will not help teamshooting and by itself will not help 1v2+. I keep saying it but I simply don't want this to become a twitch shooter. A lower TTK combined with the return of Shotguns and Snipers scares me that it will become that.

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  • [quote]I still believe it will not help teamshooting and by itself will not help 1v2+.[/quote] If Bungie does as I suggest, it will. It will because it will allow for countering team fire...and create a skill gap in 1v2 encounters. Because you create space for a skilled player to put one opponent down before BOTH opponents put fire on him. Or to keep a 1v1 a 1v1. Beause the skilled player can put that first player down, before a second joins the fight. [quote]I keep saying it but I simply don't want this to become a twitch shooter. A lower TTK combined with the return of Shotguns and Snipers scares me that it will become that.[/quote] This game has never been twitch shooter....and that return is exactly what's needed unless you want to run around and play Napoleonic Wars for the next several years. I, personally, don't.

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  • Never could get the whole “twitch shooter” argument. The only weapon that got real close to that level was 111 glitch TLW, and that didn’t quite make it either.

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  • It’s the rivalry between Halo and CoD players. You’ve got a number of Halo players who see any shooter where TTK is faster than Halo as a [i]twitch shooter.[/i] The reality is that the TTK of even vanilla Destiny 1 was slow compared to games like CoD and Titanfall. Destiny now is so ridiculous that I’ve run into even some Halo 5 players who feel Destiny’s TTK is annoyingly slow. The problem is that Bungie (Weisznewski) just stubbornly refuses to accept the consequences of the design choices they made. Augmented mobility == fast TTK if you want a healthy game and a sustainable sandbox. Period. Otherwise you wind up with D1. Where OHK weapons become the primaries because range restrictions become meaningless. Because players can cover such massive distances in the time it takes multishot weapons to kill anything.

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