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Destiny 2

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5/3/2024 12:41:39 PM
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"Good players benefit more from checkmate's special ammo meter"

You listed this under "Balance Issues" which is very weird considering the system is put in place to promote primary weapons and of course a better player will score more kills with primaries, than players who just know how to run in with a shotgun or cheese kills with any other special ammo weapon. Are you going to tie special ammo generation to K/D next? How much lower does the skill ceiling need to sink?

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  • I am sad that we are about to be flooded with special ammo 😔 Was genuinely enjoying the primary fights. But hey I can Voop like a pro.

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    • Why do people think primaries take skill? They don’t they are the easiest weapons to use.

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    • “People who are good at the game are good at the game.” Honestly this isn’t Bungie’s fault, they implemented the meter system and pvp changes to raise the skill floor in PvP. However, people are garbage, and complained. There were a plethora of complaints in the forums and on Twitter. There’s your problem, lazy casuals ruining the game again.

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    • My first match into the weapon mode this week was all randoms (my team) vs 2 stack and 3 stack (their team) Pure blowout. Left before it finished. Won’t go back. I don’t mind getting stomped if the lobby is balanced. There are good players and peripheral users, alike. Lobby balancing is easily something Bungie can address…and won’t.

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    • The good players only get better, is that not the whole point? Lol. If I wanted to win, I’m gonna get good, not ask to be randomly catered to. Bungie’s philosophy pf protecting casuals is why the balance is a hot mess. Also, the supposed high skill players are crutching more on specials than the casuals, thats hilarious to me. Guess those high skill players aren’t so high skill after all.

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    • “Snowballing” mechanics just exaggerate the skill gap. One way that could better demonstrate skill would be to give players a set amount of special to use at the start of each match and no more. When everyone is given an equal amount at the same time, the skill is in using it most effectively, when you really need to. Special seems to be a bit of a mess at the moment and not having it sorted in time for TFS is bad news.

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      • Yeah man I hate that -blam!-

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      • Are people actually surprised? play well get more special - its a snowballing effect

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      • The rich get richer.

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        • The problem with the ammo meter is that it rewards you for way too many things. Get a kill get progress. Fair Play objective get progress. Understandable Get an assist get progress. Wait Die get progess. What? They'll never be able to properly track it, but also the people who shotgun melee. Sure they wasted a shot because it didn't kill you, but the melee follow up did. Now they get rewarded for the "ability kill". I get they want to avoid snowballing by rewarding deaths, but there is no reason i should kill someone who just blew through his specual ammo only for them to come back two lives later and do it again.

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          • 0
            Uno
            Uno

            Pronouns: I’m/Him - old

            Definitely lowering the skill ceiling. Good players usually use a special and are good with it, special boxes will be something they fight over. They’ll still get more primary kills. I feel like all this does is slow down the snowballing that will still eventually happen.

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            • Cry much?

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            • BUNGIE DOESNT PLAY THEIR OWN GAME

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            • The special ammo system was so simple before. You start with 2, get 1 on kills. That’s IT. And now we have meters and boxes and it’s just worse than before.

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              • The PvP impaired should definitely get more special than sweaty try hards

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                • Should reverse it. The worse you are doing the more special you get. Make it actually balances.

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                  • I'm just happy that its continuing to be worked on. It doesn't need to be like it was before and there is kind of a problem with giving the people that are killing the most more ohk that they've shown they don't need. Also, now special weapons aren't being treated as all the same thing which is a pretty big step forward. The fact that they used to be will probably take some time to work out on top of all the other things the game is doing. Giving too much special for killing could become an issue if the game moves away from the forced team shot thing, which is/was probably the biggest issue in terms of replayability and the game starting to feel like its on rails over time.

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