So, as I watched them discuss the changes, players in the back ground had to practically stand still to get kills.
Last word and mida are now garbage.
Suros and fusions are the new meta.
And for all of us pve players who focus on the toughest end game content. Snipers and machine guns are toast.
People complained about year 1 weapons and even those got screwed.
The only last thing left is swords. I'm sure their next
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By cutting the ammo back to once a match they cut the sword use back as well.
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[quote]And for all of us pve players who focus on the toughest end game content. Snipers and machine guns are toast[/quote] Yep, reduced carried ammo will become painfully clear in those bulletsponge boss fights. "We don't separate PvP and PvE because we want the weapons to feel the same. So, let's talk about nerfing carried ammo." Because carried ammo makes a gun "feel" differently, morons. Separate them, it's time. Don't be stupid. We don't want LESS ammo, schmucks.
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If Bungie wants weapons to 'feel the same' in PvE & PvP, why do they choose to have them 'feel' like shit. In PvP I never use MIDA, TLW, snipers, or shotguns and I do just fine. I use Low RoF ARs & PRs, FRs, and rockets. In PvE I use high RoF autos/scouts, FRs/snipers, and machine guns. I don't need weapons to 'feel' the same in every game mode, because I don't use the same mix in every game mode. I main PvE, so the changes I've read about are going to screw me as much as help me. Bungie went through a lot of effort for a neutral result.
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So the very first nerf in destiny screwed Suros because it was "too OP" and now it's going to be the new meta. Is this a comedy sketch show from the two Ronnies or morcombe and wise. It seems that bungie would just rather kids played the game as they are about the only people that would find it fun at this point.
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MIDA shouldn't be affected at all in PvP. The flinch didn't really do shit there anyway. TLW looks terrible now though.
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Mida is still as awesome as it was. Will just be a little less jarring to get hit by it. Last Word still feel really good to me, but I was not great at hitting hip fire head shots. If you relied heavily on that it will probably not perform as well, but still be viable. PVE is getting ammo drop buffs to counteract PVP changes. Swords are still awesome.
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Bungie needs to see this https://youtu.be/nIl1upKK6Ro
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Edited by Blankman007: 4/7/2016 4:52:17 AMYou guys don't play your own game, do you. If you did you guys wouldn't say such stupid things. So you guys screwed up again I see. Its a shame how badly bungie has screwed this game up. Speaking of nerfing, i just neefed my wallet in regards to destiny 2.
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Swords will be good for one ammo drop then you can park it.
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When does the recall take effect?
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Cozmo, The loss of special and heavy in the reserve isn't too bad. With every boss fight having multiple adds in some form, not a big deal. Understandable. Kings fall weapon buffs is a good thing. Looking forward to the auto rifle being somewhat decent. The buffs to autos and slow pulse rifles needed to happen. The fast ROF autos nerf was arguably a good thing. Stormcaller transcendence time adjustment was good. MIDA nerf; not a bad thing to reduce stagger. It's a laser beam and still can be used to counter snipers if used in conjunction with agility perks/boosts. Short range reticles on snipers being adjusted is ok. Overall, I think the adjustments were either good or indifferent. However, what was needed but not discussed enough... Why are Thorn, Icebreaker, and G-Horn not being reintroduced? Seems like the nerfs to all three enable balance in Y2. Hand cannons not only needed the extra ammo, but the RNG cone for follow up shots needed to be fixed, OR an intrinsic stagger from impact to reduce your opponents ability to counteract your shots needs to happen. Viking Funeral/Firebolt combo not discussed. Wombo Combo not addressed (Smoke shouldn't slow you....blind sure). Hit detection on bladedancer, titan charge not addressed.
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Why wasn't The First Curse looked at? It's supposed to be the 'long range' hand cannon but it it's drop off starts at the same place as Hawkmoon and now they've pushed out Hawkmoon's range. Plus we still have them magic rng bullets that disappear.
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People keep responding that running out into heavily shielded ads who can one shot you in order to get ammo is far worse than having that ammo in your reserves. Even if you have increased the drops of special ammo, what good does that do if you are shooting a boss. Last time I checked you do not get drops unless something is killed. Perhaps you could tell the community how much the increase is. I am sure that there is a mathematician out there who will be able to calculate whether it in any way makes up for the decreased carry capacity. I won't hold my breath waiting as I do not think this information will ever be forthcoming. No matter how much you try to spin this move the bottom line is that you have sacrificed the PvE community to the god of PvP
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If they would set the three types of ammo synths to different cool down timers this really wouldn't be a problem at all...
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That is a good idea, reducing the 5 minute interval for special to 2 minutes and keeping the heavy and primary as it is, would help somewhat to alleviate the problem. Mind you it is Bungie we are dealing with so a good idea from the B . Net forums will never happen lol
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Bungie.net... where good ideas come to die. ( ͡° ͜ʖ ͡°)
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As usual, the PvP tail is wagging the PvE dog.
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[quote]PVE is getting ammo drop buffs to counteract PVP changes. [/quote] So far, I've been extremely underwhelmed when you all claim to "buff" anything that "drops." I'd like to hear a reason as to how carried ammo makes a gun "feel" differently.
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The stagger reduction in PvE is going to ruin it there though for something that has minimal effect in PvP.
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Game play in pve and pvp are completely different. I don't have to depend on heavy to get floods of kills in order to protect myself, my team mates or take down a boss while participating in a mechanic to progress in pvp. That only happens in pve. This is like Crota all over again. You guys stopped xur from selling heavy, said you increased the drops but it never worked. People were glitching to get heavy. Then you guys got rid of the gally. Then you guys got rid of elemental primarys. Now you guys nerf the last of our ability to kill efficiently in pve with machine guns and snipers. I just don't understand.
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I am two completely different players between PvP & PvE. My play style and therefore my weapons mix is completely different. Bungie's attempt to appease the PvP minority has screwed my PvE gaming.
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Why not just make the PVP adjustments PVP-only?
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This.
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I'm glad you guys were thoughtful enough to add some drops in PvE, we'll see how that plays out. But Cozmo, I don't play a futuristic space shooter to use a sword. I understand their power, and enjoy toying with them...but nothing and I mean NOTHING in this game is as satisfying as unloading Thunderlord into mobs/bosses. I can taste the gunpowder and feel the static as I'm holding down the trigger. So field scout gets nerfed, then how much ammo we get from heavy boots gets nerfed, and now even MORE ammo capacity gets nerfed...it's just getting to be tiring. Swords feel clunky and just...not fun with hit detection being what it is. Machine guns are probably the most fun things to shoot in this game, don't force us to use swords...if I wanted that I'd go play dark souls or final fantasy.
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Edited by DracusPandor: 4/6/2016 11:39:28 PMSwords against bosses that stomp are almost useless, too. I get off on the shower of yellow crit hits flowing off bosses heads from my long steel weapon...wait...that sounds really, really dirty.