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Destiny

Diskutiere über alles, was mit Destiny zu tun hat.
Bearbeitet von b e a n: 6/18/2016 3:45:10 AM
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Either define Tripmine's role in the (PvP) game or do away with it.

[spoiler]I'd like to preface this by saying that most of the changes were either good or acceptable. So long as there is sound reason in a change, I'll accept it. This wasn't sound nor did it adhere to reason, so I'm bitching. You've been warned.[/spoiler] [quote]The original intent with this grenade was to be used as a trap, not a sticky, so we moved it back in that direction.[/quote] If you wanted it to be a trap, you should have [i]buffed [/i]the damage, not nerfed it. What good is a trap that will leave the victim wounded but free to regenerate their shields and health as though nothing has happened? As it stands, Tripmine has no purpose. It has no role in the game. It's very much a middle-ground tool in a game where maximization is essential. Here's what you should have done: -Tripmine has a 1 (or 2?) second arming period in the Crucible. Damage increased to compensate. -Tripmine no longer attaches to enemies; instead arms on impact then bounces. See how easy that was? It removes nearly all mid-fight potential and solidifies its role as a powerful trap for those who stumble into it. Even if it saw no play from that point forward, I could look at it and say "the Tripmine is meant to be used as a trap". A 3% reduction to damage may not seem like much, but at 194 damage it struggled to kill against anything but low-armor enemies anyway. Hunters are the only class you can expect to reliably die to a Tripmine now. Don't you see the problem? Its a trap that requires you to watch it and finish off its victims. What kind of explosive trap [i]requires [/i], not "is helped by", [b]requires [/b]supervision? What logic drove you to nerf the damage anyway? I understand the logic behind removing the sticking potential - I don't feel strongly about it, but it makes sense to me. The nerf to damage follows no logic and seems to just be a nerf for the sake of driving the point into our heads that we shouldn't use Tripmine as much as we were. I'm pretty irritated by this change. I liked Tripmine because it rewarded precise placement. Now all it'll do is grant me +1 to disappointment each time it [i]doesn't [/i]kill something. Throwing Knife doing less damage? Eh, whatever, it didn't one-shot anyway so I won't feel the difference. This? Nah. Not a fan. [u]I don't even care about the sticking[/u]. Reducing the damage when it teetered on the brink of being a one-shot or not? That's really, really stupid. No offense... no, actually all the offense. It was a poorly thought-out change. The worst part is? Tripmine's still not bad. It's actually... "OK". A shot or two before or after detonation is plenty... but by Bungie's own decree that's now how Tripmine is meant to work. It isn't a grenade you're meant to toss around mid-fight. It's a trap, and it should behave like one. There should be no glowing beacon saying "I'm over here!", no survivors in the extremely thin blast radius, none of it! Traps don't say "HEY! DON'T IGNORE ME!", especially not traps that are literally conical explosives! I wouldn't put a firework machine next to a bear trap, would [i]you[/i]? Instead of giving Tripmine a defined purpose you've clumsily attempted to undermine it while keeping most of its functions, but it now does everything at an equally underwhelming level. [spoiler]Keep in mind that I'm not upset that one of my tools got nerfed. I'm mad because the nerf doesn't make any sense. There's a difference between the salt piles.[/spoiler]

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