This is a very strong topic of discussion for some people.
I'm just going to open this argument by stating that I have played Destiny since it was released and I have been witness to all of the sandbox changes made. I'm not saying these things blind.
I strongly disagree on the idea that a meta that glorifies use of instant one-hit-kill weapons to be favourable to one that punishes players for simply dying.
That is what this issue comes down to. How much of an issue is it to die and lose the minimal amount of ammo you had stacked. Ammo crates spawn rapidly enough on a 60-second basis and there are multiples across the maps. Collecting ammo doesn't involve 'camping' or cowering in a corner. Acquiring ammo for any special weapon is not difficult nor is it tedious, and the ammo gets automatically loaded into the magazine on pick-up.
Do sidearms get exempted from this and save ammo on death? Yes they do. However, they are not powerful weapons and need to be used be a competent player to even be able to be competent weapons. They spawn with very limited ammo (one magazine) and have very limited range for the fastest possible kills. They are (I should say 'were') not commonly used for a reason. There are other better options available, such as any average primary or special weapon. Sidearms are 'backups'. They're clean-up tools on the side. Any player who is going to use one at length is going to be at a disadvantage.
Can the current state of Crucible cause some strife for some players? Yes it may. It also will most likely make some other players much more satisfied. The best thing here is to come to an understanding on where problems stem from and try to find a solution to it. Both the previous Crucible experience AND this one both may have issues.
I personally don't think Crucible can or even should be 'balanced'. Just saying.
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I can agree, but I just don't believe the execution is right. Yes you are being punished for dying, but that's on top of the game being designed to progress based on your performance. What this does is create a snowball effect. Inside Trials it just simply becomes a bothersome occurrence because everyone loses it during round switches. But even so it allows for situations to occur where a player lost not because of skill, but the lack of availability of quintessential tools. I say losing Special on death is too much of a snowball-esque effect because it is the rough equivalent of having a permanent cooldown on certain abilities if you happen to die in a MOBA. You have taken away a very important asset they cannot compete without. I understand you think it's okay to punish players ruthlessly for dying, but dying is the punishment, as well as losing. What you're suggesting goes above and beyond mere punishment, it's torture and overburdens the player while simultaneously screwing diversity. [b]Players wanted reasons to use Primaries, not reasons to retire their Legendary Specials.[/b]
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bravo keep it up bro!