All of the little things that make PVE a little harder aren't creative or logical, they are all just building blocks in the artificial wall of difficulty.
[b]Orbs[/b]
I'm thoroughly confused on this one. Sometimes when I pick up orbs I only need 4 or 5 to get a full super. Other times my teammates could be making 15 and each orb I pick up barely gives super. I am constantly confused on this one. May have to make a video to find some consistent way to understand this.
[Edit]
So I've since discovered (through replies, thank you guys) that there are different sized orbs from various supers or perks. Like an orb created from a telesto multi-kill is a ridiculously small amount of super. Or [b]more[/b] orbs from a nightstalker shadowshot doesn't give as much super from each orb for say what a void walker would make.
I find this to be just one more reason to support my title. I love support classes, I go for more orbs and quick revives as much as I can on any character. Light Beyond Nemesis, Alpha Lupi, artifacts that create orbs from precision kills, and I play in a supportive way. Meaning I am not stingy with my super in any way. My suggestion is this: make [b]all[/b] orbs equal in value. Again, this harkens back to my vision vs. Bungie's, it isn't about increasing time to completion that makes a game more enjoyable, it's about buffing the [b]fun[/b] along the way to beating the challenge. Lol long edit. :)
[b]Super Cool Downs[/b]
So tier 5 for offensive classes (stormcaller, Sunbreakers, gunslinger, etc.) are all 4:00 at tier 5 while defensive classes are 3:40. This is dumb. In my opinion, this search for perfect balance is destroying the game. It's a vision statement I don't agree with. Title says it all, I'd rather be using my super more often and having [i]fun[/i] then dealing with constant nerfs that lets be honest, will never make everyone happy. In the end, if the journey is [b]fun[/b] people will keep coming back. The grind for the highest number is not fun. "Yay I'm 320!......." Now what? It should be about the journey. Pump up the supers!
[b]Elemental Infusion[/b]
Pretty self explanatory. People whined that everyone would always use the go to elemental guns in year 1... Which was partially true. BUT! It wasn't that I wanted every gun to be kinetic... Idiots! I wanted any gun to be any elemental! This is obviously PVE only so who cares about its possible effect on PVP? Any gun could rock any element and any armor could provide any elemental protection for that subclass. Awesome! "Oh it'd be so easy... Waah waah" who cares!?! It'd be fun!!! Melt those centurions... Yes please. Arc hung jury? Oh heck yes.
Ok that's all I got.
Just focus more on the experience and less on this never ending (and never possible) perfect balance.
Oh and bring back year 1 gear... All of it.
Grind on guardians!
- Dizz Ace
English
#feedback
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Yeah just remove the super part..or all of it.. You can get a super up in under 1 min solo after use reliably if you keep killing..helmet with inverse shadow and constant ahooting of things makes it so
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Well said, bump
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1 AntwortenI think the orb part is determined by the strength of the enemy you kill with your super. A major will give you more than a red health or so on.
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Bearbeitet von Brennus79: 12/24/2015 8:25:48 AMI'm OK with the PvE Balance now, more or less. Automatic Guns are still too weak, Fusions shooting too slow and Snipers are too strong for the Special Slot. I like it if a Raid is not so easy that everyone runs it on the 1st try. Or any Weapon gives you an unreachable Advantage. I like a lot they removed Ghorn and Fatebringer and other OP Weapons. TTK still gives you a lot of Weapons with a high Power, but you do not get this Power with only Spaming the Firebutton. The Ghorn was to much OP and RNG two negativ things. It is very good now the strongest Exo-Weapons are connected to a hard or long Quest, all the best Weapons never should be only RNG. And the Hype of the People you can only play with us Crota or Skolas if you have a Ghorn depends on the Ghorn was so much stronger than any other Heavy-Exo-Weapon, that was not Balanced. I only do not understand why they not buffed all other Heavy Exotic Weapons in y1. At the Fatebringer the Problem was also the RNG, some get it never from many many times VoG. Also you can not give a Legendary Handcanon so much more Power than a Exotic Handcanon, it mades the Exotics sensless. If you are a fatebringer fan, goto the undying mind and farm a Imago Loop it is the same like Fatebringer if you get it with the right Perks. Only without a Elemental Damage. Of course if you had it in y1 you loved it and you miss it. About the Primary-Weapon Balance is too say, give all a Elemental Damage or give it to none. Not give only the Zhalo Arc and the others nothing. Or give only a Elemental Damage too all Exotics and others not, then a Exotic getting more usefull. Too infuse a Elemental i do not want see, that could cause the same Problems like the God Rolls of IB or HoW. Guardians should have an Elemental Shield too, in PvE and PvP. That means a Sunsinger is easier too kill with a Solar Weapon and a Voidwalker should be easier too kill with a Void Weapon. So if you are pissed about a dominance of a Subclass in PvP like the Arcblades in Y1 you could mount Stormcaller and Arc Weapons and good. That mades the nerf of the Sunbreakers not needed, same for Stormcaller now. Give them a way too kill them easier and nobody needs a Subclass nerf. In my Eyes every Orb should make 10% of your Super not more not less.
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1 AntwortenI WANT THE POWER OF THE GODS IN THIS GAME DAMMIT LET ME WEILD THE TRUE POWER OF THE TRAVEELER AGISNT THE DARKNESS. In other words 109% agree.
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Bump, bungie needs to get their heads out of their asses and fix something for once.
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2 AntwortenWhat I've heard is that the more you use your super, the smaller the orbs get, I don't know if this is true but that's what I have heard
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Elemental infusion would be really fun and add a new layer of customization to weapons. As far as I know, elemental burns have no real effect in PvP (correct me if I'm wrong) but I'm in total agreement with that idea. BUMP!
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Bearbeitet von kushdelite420: 12/23/2015 6:53:01 PMI have noticed the orb thing but never really payed much attention to it. The size of orbs is new to me and my first impression is that is another bad Bungie idea. What's next double rng on orbs like you won't know how many you will make when using a super and you won't know the size leave it to bungies double rng.
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Bearbeitet von [SiN]大き氷: 12/23/2015 7:26:19 PMI think I can understand the thing they wanted with the orbs change, but I'm not sure that was the best method for it. In other words I understand they don't want people using supers constantly. That and making the game not only a cakewalk but boring after while. --------I feel like there are better ways to achieve this. Though it is important to understand the orbs have more roles to play now with perks, be they cooldown related or health related. Personally the abilities part of the game is lacking in skill. Say for example supers take more knowledge and effort to use but grant high output, higher than what we have now. While things could be a cakewalk, achieving this asks a lot of the player, so it won't be often unless everyone is on top of their game. --------The fun part comes from having the skill to use things effectively and being rewarded for it by faster kill times or some such. This is missing from the game to me. Then there are other things like friendly fire and proximity chat turned off. I can understand the need for this but I don't like it. AI also has the problem of friendly fire turned off, or at least toned down to the point where it is non existent. Friendly AI is also another thing missing, albeit a smaller issue. --------The only other thing, and it's a pretty big chunk, is missing vehicle combat. Was a pretty fun aspect of halo, it's still fun in destiny but it is rare to say the least. I've had the idea of having consumable vehicles you can equip for activities. Though I'm not sure how well that would mesh with the game. Certainly not flying vehicles because they literally had no plans for that. PvP can use a lot of this stuff also, within reason of course. Not asking for AI for example.
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11 AntwortenThe biggest orb thing I've noticed in year two are the perks. You get perks now that when super is full you charge your grenades or melees on orb pick up. This is just a very cheeky way of stopping us saving orbs for bosses in strikes and raids. Even if you accidentally run over them, their gone. Very cheeky.
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2 AntwortenJust bring back fatebringer and vision of confluence.
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Great idea pretty unique in my eyes. I agree
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4 AntwortenThe orbs thing I think is math thing. You are only allowed so much super gained from another's orb set. Example: You can gain a max of 80% super from any one set of orbs (just throwing out numbers for this scenario ) My super created 4 orbs - = to 20% each His super created 8 orbs - = to 10% each Make sense?
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My guardian doesn't feel as powerful as master chief. Just sayen.
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2 Antworten[quote] [b]Elemental Infusion[/b] Pretty self explanatory. People whined that everyone would always use the go to elemental guns in year 1... Which was partially true. BUT! It wasn't that I wanted every gun to be kinetic... Idiots! I wanted any gun to be any elemental! This is obviously PVE only so who cares about its possible effect on PVP? Any gun could rock any element and any armor could provide any elemental protection for that subclass. [/quote] Players? Really bitched about this!? Really?! wtf is wrong with you guys, how was it in anyway hurting a players in pvp more than enemy's in pve? XD wtf nerfers are their own worse enemies xD
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2 AntwortenIf its a hunter using shadowshot to generate the orbs for you there are more orbs, but each one gives you smaller fractions of super energy.
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Oh and bump, Feels like we are lab rats and the are testing how we use certain weps, how we play after they change things, challenge modes ect. They say we play our way but is it really true? Are players just blind and can't see it? I feel like a puppet, Anyone else feel less in control of this game xD ):! #CutTheStrings
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1 AntwortenFun means different things to different people. For some people that means preserving (or even increasing) the challenge. For others that means making things easier.
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4 AntwortenNo. Certain Youtube elitists wanted to nerf Gjallarhorn, Fatebringer in Year 1. They will not agree with this and they are the ones who dictate what Bungie does because they have so many subscribers and viewers that Bungie thinks they represent the community.
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Ya, this is something that Destiny has started to miss the mark on. Destiny used to be a lot of fun, there used to be a lot of content to play through. I enjoyed gearing myself towards specific weapons for different strategies and elements. I liked going into the nightfall with solar burn and just feeling like a beast. Even in raids where different "exploits" could be used and discovered for alternate means of completion were also fun. I LOVED being able to go in and solo Crota's End, because it allowed me to explore the area and mess around, which was FUN. I understand the need to balance certain encounters to provide a challenge and level of difficulty, but that doesn't mean all of our favorite weapons should be left behind or nerfed into oblivion... It's like we can't have fun unless it's on Bungies terms, and if we had too much fun with something (elemental primaries) then they need to change it so it's their appropriate level of "fun". In any case, I've put Destiny on the sidelines for a while and probably will for a long time to come, there are a lot of games I'm getting a lot more enjoyment out of. Maybe when Bungie finally adds a transmog/wardrobe system and brings some casual fun back to the game I may return. But until then there's not really anything there to interest me.
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Bungie doesn't customization.
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