Bearbeitet von Synge: 10/23/2020 3:40:52 AMI just think the random chance(with high odds it will mind you) that just about any weapon flinch will pop your reticle into the already large head shot-hit box, is damaging to the game. People WANT power fantasy, reject that anything be tuned, in the name of said power fantasy, while either not playing the game, hating it, or playing it very little. Not everyone knows, in detail, why they don’t like something. If you ask people why they like a particular game they may mention setting, characters, story, weapons, or very general descriptions of gameplay such as, smooth gun play. I’m going to tell you exactly why the crucible is so polarizing and further more, in some circles is hated with a passion. The reason people detest the crucible is simple: Bungie’s inability to balance the feeling of having unstoppable power(space magic), and feeling completely helpless during certain engagements(in both PVP and PVE). A problem such as randomized-free headshot-flinch contributes heavily, and is a perfect example of the problem of power vs control in Destiny. The fact that being shot first and still winning the engagement, regardless of either person’s aim, goes against any rational intuitiveness about how an engagement between two players should play out. Every time it happens, you go pumping bullets into someone(with weapons intended for range combat or if the enemy is CC), and they somehow, through a hail of gun fire, blow your head off, it will feel mildly frustrating at best, enraging at worst. The “feelings” of players, while extremely important, shouldn’t be the primary qualifier of the crucible’s health in this regard, it’s whether people come back or show up. Outside of anecdotal experiences, I can’t prove that I’m right. However, during season of particular problems with balance(not whether a certain gun is op) in relation to the fundamental problem of power vs control, I see people lose interest or straight up walk away from the game. It remains to be seen if Bungie intends on changing the fact that a few weapons, all OHK are essentially heavy weapons in the primary or secondary slot. A player that exercises map control, and obtains heavy weaponry, is in someways entitled to either an easy kill, or guaranteed kill in some cases. Heavy incentivizes map control and follows the natural weapon hierarchy. In contrast, having slightly gimped versions of heavy weapons across slots, as well as predictable flinch, creates more situations where players feel completely helpless unless they use those weapons as well... compounding the core, power vs control problem. Which is what we see taking place now. This is all on top of, built in, seemingly unproblematic snowball mechanics by way of supers, OHK abilities, and linear, 2-3 lane map design.