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Destiny

Discuss all things Destiny.
Edited by Oddish43: 2/25/2017 7:47:13 PM
50

PvP Issues, Bungie's Solutions, and What SHOULD be done

The topic title explains it all. That there were problems in PvP, I acknowledge. That they needed to be addressed, I get that too. That Bungie came up with the most sensible solution... well... just read on, and then you can make up your own mind who has the right solution, a bunch of professional game techs, or a rank amateur like me. [b]The Issue: Accidental Nerfs to Sunbreaker, Striker, Defender, and Voidwalker[/b] Bungie's Response: They actually kept all the nerfs in place when they deployed the patch, and then decided to make many of them permanent. The Result: Several subclasses that didn't need to be weaker... are now weaker. Bottom Line: These nerfs were unintentional. There was no data suggesting that any of these four subclasses needed to be weaker, in or out of the Crucible. Given that you made them weaker accidentally, why keep the nerfs at all? Is this some sort of "we refuse to admit we screwed up so we're not fixing our mistakes" thing? I expect better of professionals. Recommended action: [b]Undo all unintended nerfs. [/b] [b]The Issue: Excessive Reliance on Special Weapons in the Crucible [/b]Bungie's Response: Triggering the loss of all special ammo upon death, but actually increasing the overall amount of special ammo available per match. The Result: Loss of special ammo makes a character substantially weaker. This generates a logical response: excluding sidearm-users, players who have lost special ammo now focus on getting more instead of accomplishing the objective. Those who have it are more likely to play ultra-conservative, to avoid losing it. Loss of special ammo increases player frustration, making the game less fun and increasing the likelihood of on-tilt play. And, since highly proficient players are less likely to die, they can still go on shotgun or sniper rampages. Indeed, with special chest spawn increased, it's easier than ever: the supply of special ammo dispensed per game has actually doubled! All you have to do to make use of it is stay alive. Bottom Line: Bungie has created a more primary-friendly meta, but one with too many exploitable loopholes, and that discriminates against mediocre players while allowing rampages to occur with expert ones. With SBMM reduced, and mismatches likelier to occur, that's the last thing they would want to do! Recommended action: [b]Implement a new special ammo configuration that reduces all special ammo across the board by about 40% compared to pre-patch meta, and imposes other limits[/b]. This will give players of all skill levels the opportunity to use special ammo, but make it problematic to rely on it. Since this solves several problems mentioned here, the recommended changes will be made available at the end of this post. [b]The Issue: Sidearms are becoming the new meta. [/b]Bungie's response (proposed): Nerf sidearm ammo replenishment so that they lose excess ammo on death, presumably resetting to the nominal minimum spawn value (18 rounds for Wormwood, for instance) upon return. Anticipated result: Faced with weaker sidearms, some players will abandon them in favor of previous specials. Also, the meta will become more primary-focused, since the only special that worked no longer does. However, exploiters will still focus on replenishing their specials with each death, and expert players will still be able to mount special weapon rampages. Bottom Line: Nerfing sidearms treats a symptom. We're hoping for a cure. Recommended action: [b]Change the meta so that special ammo is not lost, there's just less of it altogether[/b]. This should be applied to sidearms, but not necessarily as much as with other weapons. [b]The Issue: No Land Beyond is dominating, especially in Trials [/b]Bungie's response (proposed): Increase NLB's flinch to nerf it. Anticipated result: People will be more likely to use the intended primaries: autos, scouts, pulses, and handcannons. Bottom Line: NLB was probably not OP in most areas. It's used in Trials because Trials is all about sniping, and all other snipers were so savagely nerfed. A one-eyed man is limited in our world, but is nearly all-powerful in a world of the blind. Recommended action: [b]Change the meta so that special ammo is not lost, there's just less of it altogether[/b]. It's possible that NLB use will likely decrease when alternative snipers become more viable, and no nerf will be required. [b]The Issue: Skorri's artifact is being used by Trials players to recharge their Supers faster, slowing down the pace of the game.[/b] Bungie's response: Modify Skorri in all game modes. Anticipated result: As described, the nerf will perform as indicated in most game modes. Normal PvE will be lightly affected, Most PvP profoundly affected. It will also be inconvenient for some raid groups. Trials players will be forced to fight, and gain their Supers at the normal speed. Bottom Line: Not a bad solution, but a better one might exist. Recommended action: [b]In Elimination matches (including Trials), Skorri's artifact is totally nonfunctional.[/b] In all other game modes, it functions normally. This is a simple, surgical solution that addresses the problem and only the problem. [b]The Issue: Even though Truth wasn't getting used all that much, Bungie hit it with a 66.7% capacity nerf anyway[/b]. Unsurprisingly, the weapon is now regarded as crap. Bungie's response: Instead of knocking its magazine back to three or even two, Bungie's keeping it at one and doing some unrelated buffs on it. Anticipated result: Few people used it when its mag held three. The two-shot Gjallie got more play. With it holding only one, it'll either get sharded or stuck in vaults. Bottom Line: It wasn't broke, but Bungie fixed it. Now it's broke. Recommended action: Unless there was some place where Truth was being used and its three-shot magazine was absolutely wrecking stuff, this gun needed a buff, not a nerf. So at the very least, let's just admit we made a mistake and [b]restore its three-shot magazine. [/b] [b]RECOMMENDED SPECIAL AMMO RULES FOR PvP[/b] * The rationale is simple: [u]make the special weapon a reliable and ever-present tool for supplementing your primary weapon, but ensure that it's just that: a supplement[/u]. It should be equally available to any player, regardless of skill level, but extended killing sprees with it should be difficult. * Heavy/Mid-range shotguns and snipers: 5 rounds to start. 2 rounds per crate. Can carry 9 rounds, 10 with ammo-enhancing armor. * Light shotguns and snipers, all fusion rifles: 5 rounds to start. 3 rounds per crate. Can carry 9 rounds, 11 with ammo-enhancing armor. * Sidearms get the usual amount of ammo at start, and half that per crate they claim. If player has less than one crate's worth of ammo upon death, they respawn with that amount. * Lord of Wolves gets 30 rounds to start, 15 rounds per crate. Can carry 60 rounds, 70 with ammo-enhancing armor. * No special ammo is lost upon death. * Chests respawn at pre-patch rates: 3 minutes initially, every 2 minutes afterward. * No player can pick up more than FIVE special ammo bricks in a game. [i]This means a hard limit of 20 weapon discharges per match [/i](15 for high-impact weapons). This should be more than enough for it to serve as a situational tool, but not enough for a serious player to play with it like a primary. Feedback is welcome, but if you want me to take you seriously you'd better tell me why I'm wrong. Sorry, but I lack the necessary stupidity to be affected by flames.

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