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#feedback

Edited by Doctor Dinner: 7/9/2015 8:15:45 PM
7

Suggestions for Crucible/Trials and Potential Solutions to Recurring Complaints (ie. Thorn)

First of all, I would like to say that I love this game. The mechanics of this game are simply the best I have ever played. There are, however, a few key things I would personally love to see addressed: [b]Trials Mercy:[/b] There's nothing more frustrating than sitting on an 8-0 passage, winning game nine, then getting booted to orbit. Even if you still have your mercy, you are given a loss. I understand this was probably put in place to deter quitting, but there should be some sort of way (based on your codes, such as Anteater/Baboon) to determine whether or not somebody was purposely leaving their fellow guardians behind. Also... why does it seem to happen so frequently at 8-0? I will keep playing after going 9-0; you don't have to install a reason to keep me there ;) [b]Last Guardian Standing in Trials -- Revive Timer:[/b] If you are the last guardian standing in Trials, you should be rewarded for kills in 1v2 or 1v3 situations. Instead, quite regularly, you get 1-2 kills only to be "rewarded" with a revive fest, where you are now fighting dudes with overshields while you are at low-to-no shields. Please add time to the revive countdown for the team with the numbers advantage. Perhaps +10 seconds for every man you are down. [b]Thorn:[/b] Thorn is a deadly weapon, in the hands of pros. Thorn is a deadly weapon, in the hands of people who can barely aim. I don't think you should mess with the general mechanics of Thorn or its general power; these are unique elements of this gun that make it a trademark to this game. However, something needs to be done. I propose a reverse curse approach. Basically, I think a great way to balance this weapon would be by getting your health back that was lost from the burn, if you kill the person who hit you with the Thorn -- similar to Red Death. I don't think you should receive the impact health back (50-something), but you should receive the -7 damages back at the same rate you get your health back from Red Death. [b]Final Round Snipers:[/b] I would love to see something installed that makes it so the final round perk only works if the other shots are at least attempted to hit a target. I imagine this would be a difficult thing to program, so I don't really expect this to happen. This is just a dream situation, really. It is really undesirable going against a team, especially in elimination format, who purposely empty out their magazines, until they reach the final round, so they can shoot the legs of people coming around corners. This doesn't even give their opposition a chance to see to fight back. This is similar to Thorn in that really good players can make this godly while below average players can even get kills with it. [b]Blink + Shotgun:[/b] I would just recommend watching any of the top 20 streams on Twitch, especially during Trials, and you will find one common link: Blink + Shotgun. This is a first person shooter. Aim should be required. Instead, a handful of players are exploiting the game mechanics of Blink + this new wave of shotgun snipers. There are people in the top 100 with literally 80% of their kills coming from shotgun/grenades/melee using this "technique"... pretty ridiculous. The biggest problems associated with blink are the distance they travel (ie. outside of the radar to immediately within shotgun distance) and the frequency. Using the Burning Shrine as an example, players this week could blink to the outside base before the outside team could even make it indoors. Either the distance or the frequency needs a bit of a nerf. A couple more specific suggestions: 1. [i]Perhaps blink should stall out after one use for 5+ seconds.[/i] - This would make the distance covered slightly better than those on the ground but no longer drastically different. - This would still allow blink players to exploit blink + shotgun, but this wouldn't give them an excessive advantage of being able to double blink anymore 2. [i]Perhaps the distance covered by a single blink forward should be shortened by at least 50%.[/i] [b]Titan Defender Bubble Glitch + Golden Gun/Nova Bomb:[/b] I've been on both sides of this. Neither time I wanted any part of it. This is a ridiculous "strategy" which should be removed entirely. Perhaps all supers should be on an automatic 1-minute cooldown, regardless of how many orbs you pick up. =============================================== Again, I think this game is great. I hate to focus on just what I feel are your weaknesses, but I feel that's the nature of these forums. You certainly do a lot more right than you do wrong.

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