[b]First I would like to say that I didn't write any of this, turboash78 in reddit wrote this down and credit goes to him. I didn't find any mention of this here and wanted the people who use bnet to know this useful information.[/b]
[b]turboash78:[/b]
So in this week's CR Podcast they talk to Mr.W about many of the design and gameplay philosophies that went into D2.
Nuggets:
- Sunshot = Firefly (too bad they had to take it away from Legendaries)
- purposely reduced our access to high powered weapons to make the Crucible and the whole game better (wat)
- moving secondaries to the power slot sucks but makes those moments more "potent"
- focus on combined weapon loadout vs single-weapon-focused loadout
- nerfing of cooldowns supposed to increase potency of the moments when you get to use them
- slowing down TTK helps us decide what we should do at that moment (thanks!)
- wanted to make PvP more exciting to watch on Twitch (I nearly spit out my coffee at this one)
- team shooting doesn't put stress on us to land shots (lol holy shit at this one)
- Wardcliff coil was supposed to be in D1 but it didn't have the proper launch platform
- random to fixed rolls: random rolls too difficult to talk about with friends (no... seriously), fixed rolls better for casuals
- players get items quickly and easily on purpose: for casuals and to attract new players to the game, tough shit for people who want to grind
- random rolls too complicated to balance in PvP, goal to make fewer guns but spend more time on them and make them have their own identity/role (valid argument IMO, and I loved random rolls)
- subclass set paths easier for us!!! "advanced players" pair their subclass with Exotics (= "depth")
- "the depth is still there" (coffee spit-take somehow avoided)
- ricochet rounds greatly help range
- intrinsic weapon perks taken directly from D1 (Lightweight = lightweight, Rapid = spray and play, Precision = counterbalance, Aggressive = high caliber rounds)
- high caliber rounds flinch greatly multiplied if you/your opponent is moving and is also scaled by weapon damage
- every weapon has a degree of hcr (affecting both outgoing and incoming flinch)
I recommend giving it a listen.
Crucible Radio Ep. 126:
https://t.co/YkjfcT4kOo
I recommend listening to it if you have time.
turboash78's reddit post:
https://www.reddit.com/r/DestinyTheGame/comments/7f1e71/crucible_radio_ep_126_ft_jon_weisnewski/
Edit 1:
[b]I'm glad I was able to inform the people who use Bungie forums about this information. From what I've seen most of the community doesn't like this 180 which Bungie has done. I however thank Jon for his honesty because the people who were meant to speak up [i]"community managers"[/i] clearly were too scared to say anything abut this. I however am very disappointed, the one game which I took serious for 3 years has been turned into a casual fest, they were so worried and focused on new players they forgot about the people who never gave up on them and this is what we get?! Really?![/b]
Edit 2:
[b]For the people blaming "Crucible guys" for the mess we're in just stop. Please just stop. I blame Bungie's inability to patch pve and pvp separately. But as you can see they are catering to the casual audience not [i]"CRUCIBLE GUYS"[/i]. You're throwing your discontent to the wrong people.[/b]
Edit 3:
Thanks for the 400
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The PVP is like Reach. Which I like.