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#feedback

Edited by ol azo: 2/21/2017 7:29:55 PM
3

This is what needs to happen with balance. (Urgent)

[b][u]The recent patch[/u][/b] To start with, this patch needs to be undone. You can't have a balanced pvp when the only specials there are is sidearms. There's nothing else [i]to[/i] balance. The only changes that should stay is the mobility changes to shotguns minus in air accuracy, the elemental change to throwing knives, and the primary buffs. Everything else that was nerfed is completely wrong and destructive to the game. Even the ones that were made because of the special changes. Nobody (of intelligence) asked for any nerfs, and the people that did ask for nerfs were salty people who were just mad, likely because of a shitty match they just played. I often like to joke about a certain somebody on the stream who seemed to dislike Arc Blade. [b][u]Special ammo[/u][/b] If special is that much of a problem, just make the ammo more scarce. I guess that's what they did in the patch, just not in the right way. Make special drop with less ammo, but make each special choice an effective one. [b][u]Specials[/u][/b] Shotguns were fine, but it was snipers and fusions that were lacking. Sidearms were fair enough at countering in general. Snipers need their flinch taken down a little. Fusions could use some more stability in the low charge rate archetype, and a tiny bit more damage overall for all of them. Even in pve, because nobody uses them. There's already enough stability in slow charging fusions (Thesan, Salad it's Vigil, The Vacancy). Upping their damage would just make them a little more consistent for accurate shots, which is what they need. [b][u]Primaries[/u][/b] There's a few archetypes that are underused, simply because they don't kill quick enough or they have some other problem. Before the patch, shotguns were a problem, so I can imagine giving high rate of fire hand cannons a little more stability could have helped the problem, they hardly saw any action anyway. High rate of fire scout rifles could also use fixing. And then there's certain pulses that need a fixing, Red Death is still underwhelming. There's plenty of other popular opinions on this topic. [b][u]Exotics[/u][/b] Make exotics worth using again. There's no reason for there to be worthless exotics. "Worthless exotics" is supposed to be pretty obvious oxymoron. Taking out Quickdraw on Ophidian Aspects and nerfing ammo on Truth is actually not helping one bit. [b][u]Classes and abilities[/u][/b] Make each class have good abilities, gear, and supers. I understand that Grant stated he doesn't want the game to be too chaotic so that way other people have time to react to dangerous situations. But the game's unique abilities can't be enjoyed if they aren't effective. If dying by abilites bothers you that much, Destiny is probably not the best choice for you. The community's feedback over the years show as such. Even Deej says on the stream, "stop nerfing, start buffing" is a popular narrative in the forums. People miss being able to kill with Radiance. People don't like to be shut down by a single super while "providing" for their team with a bubble. It's just a super magnet. People don't like having warlocks outrun Arc Blade and being shotgun meleed in super. People don't want to use an inaccurate, risky throwing knife for little damage. People don't want useless abilities, because they are boring and trash to use. Besides, I know this sounds a little... bad... but how do you expect casuals to stay on pvp when everything is hard to use? Some people relied on that long stormcaller melee. Some people actually liked the fire bolts and arc bolts, because they were effective. [b][u]CBMM[/u][/b] The last thing is bring back cbmm (connection based matchmaking). I still can't play with my friends because of the skill gap, there's still connection problems, and cbmm could possibly loosen up the meta. If people aren't always playing try hard, they might feel an ability to use stupid shit that nobody else uses. Of course, this is a maybe. But the 2 bigger points to make is playing with friends, and play style. And no bungie, adding private matches does not satisfy that. Not even close, actually. By playstyle, I mean people are always so uptight and defensive in their movement that nobody is willing to take risks in play style. It's all watching certain spots to team shot people and being too afraid to initiate any combat without a grenade of a flank. I know that's smart play, but being limited to that is boring. I want people to be able to do crazy things people wouldn't normally do without feeling restricted to staying safe, because of skill level. [b][u]Some other various suggestions[/u][/b] -make a bubble die from 3 Golden Gun shots, last longer against roaming supers, and only be able to be destroyed by Nova Bomb and Fist of Havoc if it kills the owner inside -make the initial burst on thermite grenades a little wider and make it deal more damage, make it last shorter, and make its attacks more frequent. That way, it still offers decent area control, but it doesn't last too long while dealing decent damage. -give flashbangs a stronger effect near the perimeter of its blast radius -decrease blast radius on suppression grenades [spoiler]jk[/spoiler] -make Arc Blade use less super energy on swipe for both hits and misses, give its agility back to year 1. That way, it still relies on using agility to dodge attacks while still being able to be shutdown by too many primaries or specials. Make it 1 hit kill on all non super Gaurdians, Hammer of Sol, and Nova Bombs before they are used -make hungering blade only regenerate up to 2 thirds of health per activation for Arc Blade. Hungering Blade and year 1 agility is a little strong. -take off recovery and HUD nerfs on blink for both subclasses -throwing knives are 1 hit kill to the head. I know you can potentially get infinite 1 hit kills in pvp, but really. Who gets headshots with throwing knives that consistently? It's not worth risking otherwise. -make catapult only give speed on the first burst on strikers -buff juggernaut a little better than what it was before, and make shoulder charge go further. This will make them better at what they are meant to do, while also making titans play as they were intended -give shoulder charge more damage -shotguns have a looser choke. Allows more consistent kills at close range. May result in a tiny range nerf, idk -sidearms have faster switch time -tripmines return to what they were before the nerf. But they take 5 full seconds to become active after it sticks (unless it sticks an enemy straight away). They are tripmines for -blam!-'s sake, not big grenades. -thunderstrike has its old range, less tracking -sunsinger returns to what it was before it's TTK nerf, but it still has [u]mildly nerfed[/u] fire bolts, compared to what it was before it got nerfed There's a lot more I'm sure I could list, but oh well. Remember, this is all as if the recent patch was reverted. Thank you for your time.

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