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6/22/2017 12:13:01 AM
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Destiny 2's weapon system: Reality vs Perception

So ever since the DRE reveal, there has been a lot of talk about the new weapon system. There have been many posts claiming it will limit play and many more claiming that all these changes are the result of PvP. I understand players are concerned about such a big change, particularly without the context of having had a chance to actually try it out yet in the confines of Destiny 2. With all that said, I have played it and of everything I experienced playing the D2 PvE, the new weapon system was hands down my favorite change to the game and I'm not alone. Mercules904 (who's probably the preeminent weapon tester in the game) said when asked what it's like going back to D1 after playing D2 [quote]It's painful to me, actually. I never realized how much nicer it is not having special weapons all the time. D1 feels broken after D2[/quote] Now I know there was good reason within the D1 PvP experience to make these changes in D2. Weapon balancing was a shit-show as Bungie were never able to figure out a way to evenly balance out a system in which 2 of our 3 weapon slots were capable of OHKs. Ironically what is generally perceived as the best era in D1 PvP was the House of Wolves when DoTs mattered and served as a natural counter and suppressor to OHK weapons. We all witnesses the spiral out of control of specials and heavy after Dots were destroyed to where ammo nerfs were used as last ditch stopgaps. We all know the frustration amongst the community with Fusion Grenades. D2 PvP will certainly benefit from all OHK capable weapons being classed together and lead to a hopefully much easier system to balance (which by default will lead to a more stable game overall), but to paint that as the only reason for making the change is simply false. These changes were made with as much or more thought to PvE than they were PvP and again, having played it, I found the system to not only offer more interesting choices of loadouts, but just a much more fun and diverse play experience. One of the quotes about D2 I have issue with is [quote]Special and Heavy are fun. Those are going away at a rate of 50%[/quote] Well here is the hard truth behind that reality. They aren't being used much in PvE anyway so 50% of a fraction of kills changes what? I wanted to get an idea of how Primary, Special and Heavy weapons are actually used by players in Destiny 1 PvE so I did some research and found some interesting numbers. I reached out to Jay at Destinytracker to try to see if there's a way to get aggregate numbers across time periods, but for now I pulled the kill percentages by weapon class in each PvE activity on the most recent day those stats were available 6/3/2017 Here's are the kill percentages by activity for overall weapon class as well as detailed by weapon subclasses for that day. [url=http://i.imgur.com/UVrxpg9.jpg]Story overview[/url] [url=http://i.imgur.com/LJVBlp6.jpg]Story detail[/url] [url=http://i.imgur.com/oHbW3Zr.jpg]Strike overview[/url] [url=http://i.imgur.com/hMmKvLe.jpg]Strike detail[/url] [url=http://i.imgur.com/vinDkhZ.jpg]Raid overview[/url] [url=http://i.imgur.com/xNamf7B.jpg]Raid detail[/url] [url=http://i.imgur.com/xNamf7B.jpg]Patrol overview[/url] [url=http://i.imgur.com/y8H0Sja.jpg]Patrol detail[/url] Now these numbers are from a single day, but spread over weeks and months, the numbers are pretty consistent and what becomes clear is that by making this change to the weapon system, Bungie is allowing us greater use of the weapons we use most. (It's also pretty clear why MGs are going away as well) The reality of Destiny PvE is that Primary weapons are the lion's share of our kills and situations that dictate special and heavy weapons generally can be approached using either. The other reality (and the numbers back it up) is that we spend the majority of PvE sitting on special and heavy ammo until those specific situations arise. Destiny 2 is not Destiny 1. Yes it's still Destiny, but everything has evolved including mission and strike structure. Granted we only played an abridged first mission and one strike, but it's enough to see that it's its own game. The fights are more dynamic. There are more enemies on screen to contend with and we have more options at our disposal to fight those enemies with. In Destiny 1, I sit on my special and heavy ammo and use each vary sparingly. In D2 I was constantly swapping between my Pulse Rifle and Hand Cannon during the strike and whichever power weapon I had, I found I used more frequently because there were always bricks dropping and with just the one power slot vs D1's two, it actually encouraged using it more and not holding it for specific situations. Again this is my experience with D2 and yours might be completely different, but until you've had the opportunity to unload an Auto Rifle and instead of reloading, swapping to an SMG to keep burning through enemies, it's hard to look at the changes and really understand or appreciate how much they actually open up play and make encounters more diverse. The last thing I will add is that again, to all this talk that Destiny 2 is all about PvP and PvE is just an afterthought being dictated by PvP balancing... We haven't scratched the surface of what PvE will offer. We've seen half a story mission and a strike. We haven't seen the larger worlds yet, the Patrol missions, the Lost Sectors, the Flash Points, the updated public events, D2s take on PvE arenas, Quests and Bounties. We don't even know the progression systems or economy. So I understand speculation and I understand concern, but I do not accept that D2 is primarily a PvP experience and I don't agree it should keep D1's weapon system. D1 is an incredibly fun game but also one pretty broken in many ways and it manages to succeed in spite of it's faults. What I experienced with D2 was better across the board and I can't wait for everyone to get the opportunity to judge it for themselves.
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  • Edited by Tactica: 6/23/2017 4:51:58 PM
    As many have noted, reality is that Bungie stated the change was for PvP. The data you reference from D1 just shows effect, it doesn't show cause. You draw conclusions without discussing the variables that make up the cause. That is false logic. In a game where primary drops more than special or heavy, that becomes significant. I will use what is vastly available until something presents itself that it warrants more rare ammo. Thus, the design of the game leads to usage patters, not player habits or desires. When you pick up a given ammo drop, quantity of rounds received becomes significant. When I pick up primary I get a significantly larger quantity of ammo than I do with any other slot - even if holding a had cannon or scout. Running a Vex Mythoclast is about the only time I can recall running out of primary before I seen more ammo. Therefore, the quantity of ammo picked up per drop becomes significant as I don't want to run out, so conservation of use is again built into the game design, it's not player freedom of choice which is dictating use, but more logic of use based on parameters given. Next, I think you also have to factor in just how much of an ammo type can be carried. Regardless of how much is in the drop, if I can only carry single or low double digits of ammo, I'm just not going to use that item as much. Without swords, heavy was typically carried in the single digits. With a sleeper and the right armor, you might be able to get to low double digits of rounds carried in heavy... but add that to the minimal frequency that heavy dropped, and you just use it sparingly. The special slot contains 'special case or situational use' types of weapons, that becomes significant. shotguns and fusions are good close but stink at distance. Snipers are great at distance and horrible up close. reload times on shotguns and charge times on fusion also play a part in the decision process. So special, regardless of how much might be on the ground - becomes a situational use weapon type. I have ran out of sniper rounds plenty until I got ice breaker... and with it, I ran it dry plenty... in y3, I haven't found it again, but even the pain in the arse quest to go get the lost sniper from thieves den has ran dry plenty in boss fights... if using other snipers, I've ran them dry in boss fight plenty. for normal use in pve, I just don't rely on special that much and save it for when I need it - but that's because I'm just not allowed to carry much of it at any given time and the weapon's use are situational. If I could carry more, I would use more. Again, design and ammo access dictate use. Since primaries are the most common ammo drop, it's rather expected that its going to get used more. I think their data shows more just how much they are forcing behavior rather than player options. + + + In a game of D1, we know special and heavies are commonly preserved for bosses - which is above, design condition logic more than player preference of use. So if we look next at where bullet sponge bosses exist, raid mechanics such as time to kill before phase or time to kill before enrage, then we also can see the VALUE of having two heavy and special weapons for these activities. Especially when groups many times struggle to get through a phase or a boss.... especially even MORE so when raids are designed with wipe mechanics if you fail. Now layer on the fact that D1 commonly expects you to find your way in a raid, learn mechanics and repeat failed attempts. Where does this take them in D2? + + + In D2 giving players dual access to primaries means you have flexability to switch between two different types of weapons that you commonly were already being encouraged to use, now you will use more of them. The ammo drops that were once left might be picked up a bit more, but we will see. We have already seen in the first strike that a multi-staged boss fight exists. You have to rotate between his shields void, solar, arc then kinetic for the finish it seems. However, you now have a single power slot to burn him down, which means you are not really burning him down if ammo is not more plentiful, if his hit point count remains high like we seen, and if you are mainly relying on primary. How could they tune it - primaries could do more damage, boss hit points could be lowered, power weapons could be amped up to do even more damage against single targets... lots of variables. Out of the gate, based on what we've seen thus far, I expect strikes will now take longer. Forget 8-15 speed runs. How will that affect the length of Nightfalls which some are 15-30 min runs now? Let's get to pinnacle content, which is to be more accessible now. Let's extrapolate that to a raid. First, will there still be enrage timers or damage window times before you have to repeat a phase of an exercise? (must do X damage before Y time?) - Will bosses have less or similar hit points in D2 from D1? - Will power ammo drop more? - Will power slot weapons do more damage in D2 than in D1 equivalent weapons? - Will primaries do more damage in D2 than in D1? Next, will we have horde types to deal with at range while dealing with a boss or other raid mechanic? Let's think about hob-gobbos at distance while dealing with oracles in vault of glass. In D1, I could have a primary to deal with adds, then switch to a sniper like icebreaker to deal with my assigned hob gobos or even help someone when I had down time at other side of map, then I could switch to rockets if things got out of hand or when the armies were summoned. In D2, I'm going to have at best a scout for distance and whatever else for the adds. My power weapon slot could be rockets still. I've got to use my raid equivalent fate bringer or timepiece or even visions for the oracles and mobs. I could go to my requisite scout to take on hob-gobos, but now I cannot 1 shot them...and neither can my buddies which means increased risks of horde or hob-gobos... unless they icreaed damage output of the primaries or made the hob's weaker... alternatively, I could run a sniper as power and two primaries but same horde problem exists as I have no rocket now. Again, the only way this becomes a BETTER situation is if they drop the horde or hit points of mobs in question, or, they increase the amount of power weapon ammo drops to compensate. I notice all supers that we have seen thus far in D2 are now roaming supers. They seem to charge at the same rate, but clearly are more effective as they can be used more. On average, I'm guessing they are 2-3x max more effective. There just are not that many mobs on screen at any given time and your buddies are still doing their thing if they are with you. So 2-3x more effective, but used about the same quantity of time in D1. It's an improvement, but significant enough to offset the drop of sniper + ghally (or sleeper?) + + + Where I land presently, is at face value and without other variables touched on above being adjusted - the weapon change from D1 to D2 ALONE, again - *without* considering quantity of ammo carried, ammo drop frequency, relative damage output differences of weapons, mob / boss hit points and time to kill challenge adjustments - means its a net loss from D1 to D2 in power, and a net increase in time to clear objectives. + + + When we factor in these yet to be known other variables being changed, I think you can only then draw a full picture. We just haven't heard them talk about what other variables are being changed to accommodate this new weapon system change. + + + I for one, am sick of PvP interests affecting PvE in D1 and we already have the beginnings of it in D2, by BNG's statements. Does it mean its bad - no, just that we don't have the full breath of appreciation for these other factors yet. A buddy of mine said, if swapping out primaries during fights 80% of the time makes that mob killing more interesting - that's not all bad... and I agree. If that's how we are spending 75-89% of our time, them I'm all for making that part more interesting. At what cost, if any, is still a valid question though. + + + I like feeling 'powerful' in a game of PvE content and building that power is part of the joy in a Destiny experience. I hope by the end of our trope through D2, we have achieved as much or more power - as measured by time to kill, time to clear strike and time to clear raids as we had in D1. *If not*, then what Luke Smith talks about with life balance is in question. If we take longer to complete similar and new goals in D2, and we are still expected to complete as many or more on a weekly basis, then D2 is again a wedding ring, like D1 was / is. As they have mentioned this concern in some interviews, I'm still cautiously optimistic that when we get our hands on it in the beta, and when we see the full scope in Sept, they have taken all of this into account. If I'm being honest, overall I'm quite pleased with what I've seen, I'm just questioning what I don't know yet and a hoping they made a net positive change in the experience. Thanks for listening.

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