If TTK for weapons is getting faster then abilities need to be buffed to keep up with that.
Melee with melee charge in PVP should be two hits, three without melee charge and maybe bring Back the snap discharge perk to make people want to actually try to melee battle.
Pretty much all grenades could use a buff aside from pulse grenades which are currently still on top. In my opinion sticky grenades really are on the bottom when it comes to damage and being feasible in combat.
Abilities are just being pushed to the back with all of the weapon buffs and it’s not right that we spec into abilities that are just not viable when compared to just shooting an enemy.
I love the gunplay and all but if abilities can become more balanced with weapons, it’ll bring a whole new dimension to combat.
Edit: If anyone has other opinions about ability buffs that I didn’t mention then please post them.
Remember that if what you want to change only pertains to your chosen class you need to think about how it affects balance across the board.
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4 AntwortenBuff stickies! There. Someone had to say it. There is literally no reason to use them over any other grenade.
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Or ........ shoot them
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1 AntwortenFully agree void warlock grenades suck big time, and WTF why is Nova bomb the only super that kills it's wielder, sort the void warlock out bungo, it's also the only class without an exotic chest that helps void, get it sorted.
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When I talk about sticky grenades being on the bottom of the pile, what I think of is utility value and risk vs reward. A lot of the grenades can be used for area denial and have a continuous burn. Suppressors and flash grenade obviously have their own uses, skips track, axions track, arcbolts track, a lot of grenades track. sticky grenades have one job: to stick to an enemy and do a lot of damage or miss and do a little. That is the risk reward, I have to see an enemy and get through the throwing animation while most likely getting shot at, if the grenade misses, it’s an uphill battle, if it sticks then you get rewarded.
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The sandbox of vanilla D1 was balanced...with the exception of a small number of clearly overpowered exotic weapons. That sandbox---and that balance---was broken because people tried to slow the game down and force it to play like Halo. Which you cannot do in a game where players move fast and unpredictably. ALL The Crucible's problems boil down to the grim determination to try to "balance" the game around primary weapons that are LAUGHABLY underpowered relative to the speed and agility with which Guardians can move.
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2 AntwortenAbility cooldowns are still way too slow. Super needs to be 4 minutes, and grenades, and melee should be 25 seconds.
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2 AntwortenMaybe unpopular opinion, but I think melee abilities shouldn't really be on a cooldown. Their passive effects can have cooldown times between application, but I don't really understand why you have to wait to be able to use them since you have to be in an enemy's face. Throwing Knife and Smoke Grenade could be excluded since they're technically ranged attacks, but the new Sunbreaker hammer throw is also ranged although you have to pick up the hammer to avoid the cooldown.
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9 AntwortenI’m gonna say this. If sticky nades didn’t track, like at all. I would not have an issue if they were a one hit kill. Trip mines should also be a one hit kill. Other nades should be brought up to pulse nade damage.
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2 AntwortenVortex gernade should slow enemies if its damage is to remain low. Its pretty disheartening to see enemy players just run through it and shake off its damage like it was nothing.
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9 AntwortenAgreed. I also want my Nova Bomb to stop killing me when activated in tight quarters. I shouldn't die from my own Super's splash damage from a NB if other supers don't do it.
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Only thing that is annoying about the melee is the fact that it has soooooooo much aim assist. I prefer the melee as is. Then again if they drop some of stupidly high aim assist with melee I'm down for 1-2 hits again. Nobody shoots when they get close they just spam that melee button. #moreskill means more fun.
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1 AntwortenYeah, I played d1 after months of not logging in. Dam...d2 is really shit compared to d1.
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They honestly didn't need to change much in PvP from D1. - Buff primaries instead of nerfing them so they can effectively counter rushing apes. - Lose some special ammo, but not all on death, and remove icebreaker. - Make Shoulder Charge either a special melee ability as it is now, or at least change it so you can't maintain your charge after turning 180 degrees. - Stickies should either be just shy of a OHK as they existed to prevent drive-bys, or remain OHK but have zero aim assist / magnetism so they require high accuracy. That's about all I saw from the final state of D2 that needed balancing. All special weapons were pretty viable except for the fact that they created the icebreaker meta by taking away special ammo on death. Stickies and shoulder charge should require a little more skill to use to avoid cheap OHK spam, and primaries needed some love. The next iteration of crucible at the launch of Forsaken is going to be a complete shit show. They're giving everyone more shotgun, sniper, fusion, and single shot grenade (WTF?) ammo, and simultaneously keeping primaries and abilities as weak as they are now. I'm calling it now that everyone will be complaining about special spam within a week of launch. Good luck everyone.
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1 AntwortenThis is why it’s still a team shooting meta. If grenades could still kill anything, people would think twice before camping at the end of a hall in a group.
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16 AntwortenSorry but melee should be a one hit if you don't have a Shield. So it should be D1 damage out out. .and ya, sorry but all Running attacks should be one hit. .Shoulder charge and the now up coming Arcstrider Slide Uppercut.
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I haven’t seen anything about the overall TTK getting buffed? Is that a thing...cause I wish it was.
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1 AntwortenI also think that as TTK gets faster for weapons, there should also be an increase in armor while in supers and/or an increase in super damage across the board. No one likes to pop a super and get decimated immediately by a VW or a GL before even bagging a kill. I am aware that master work armor gives more damage resistance while in super, which is why I’m saying that this change should only happen as TTK changes... which it has.
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3 AntwortenShould always be two hits with a charged melee.
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Shoulder charge needs a buff along with other melees and every grenade. Abilities and supers till recharge too slowly.
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Every grenade other than Fire & Arcbolts need a buff. Theres no grenade that can really compete with them consistency wise.
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1 Antworten...add assassinations
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4 AntwortenMelee should always be a two shot unless the enemy is in super or has an overshield, reguardless of whether or not it is charged.
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2 AntwortenLeave sticky nades alone!! The amount of grumbling and whining they caused in d1. It's nice they are not an issue. But fully agree with supers being buffed, shadowshot should be renamed suicide shot in PvP
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I agree abilities need some help. I’d add void wall and thermite to the fine as is list, save possibly giving void wall more vertical range so it can actually function as a wall. Melee should probably either 2 hit in pvp or be given additional utility. The trouble will be balancing melee vs swords. It’s very easy to force a trade vs a sword with a few gun hits and a melee. So swords will also need a buff. Especially with the weapon changes coming. At current, I’d say swords are more compatible to snipers, fusions, and shotguns than, rockets, linears, and drum grenades. For pve they need much more ammo, damage, and possibly a guard rework (pressing guard reflects either certain attacks always, or all attacks for like 1-2s). For pvp they need better melee resistance, making the guard more viable (ammo is too limited to guard and it doesn’t do enough given the move speed reduction). In short I’d like to see swords have a much higher skill ceiling. Changing the heavy attacks or adding utility would also be an option. Using class swords as an example, quick fang could have better dash attack and heavy attack range, crown splitter could have higher damage reduction during swings or a counter strike mechanic (taking damage during a swing boosts the damage of the strike), eternity’s edge could have a chargeable heavy that can launch some form of space magic projectile.
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Don’t buff arcbolt either