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Destiny

Discuss all things Destiny.
Edited by TheSolidChrome: 1/21/2016 11:03:48 AM
84

Separating PvE and PvP in Destiny 2 (weapon/armor, buffs/nerfs, exotics,...)

Hey everyone, enough of all the nerfs/buffs that are toxicating the forums since the release of Destiny and lets get to the real issue of Destiny. As we all know, nerfs happening in PvP can devestate our PvE experience. But should that be the way? Should PvP nerfs affect PvE? NO! Absolutely NOT! You cannot compare PvE and PvP, they are two differnt monsters/worlds. I mean look at how much things were ruined because they a were a bit strong in PvP: -The Sunbreaker Subclass: as a Titan main who was enjoying the Sunbreaker in PvE more than in PvP find it very sad that the detructive power that we once had in PvE is taken from us just because it was a bit OP in PvP. Yes I was aware that pre patch SB was a bit OP and it needed a slight nerf but what about PvE? Was it also OP there? Could it one-shot Oryx? No, I don't think so. -The Arcblade Subclass: When the game was released this thing was like the Pre-patch Sunbreaker, it could wreck whole fireteams easily, it needed a slight nerf like the Sunbreaker in PvP. But at the same time the Arcblade was not that amazing in PvE to begin with but guess what? It was nerfed and it became even WORSE in PvE. -Autorifles: for the players who joined Destiny after the MAJOR AR nerf, yes they where usefull in PvE once, not kidding. I remember in my first VoG run I was running with a AR as a primary. Now they suck in PvE and even more in PvP. -Hand Cannons: Because of two OP exotic HC the whole weapon type was nerfed into the ground, before the 2.0 patch you could get easily headshots with HC now you need to "TAKE YOUR TIME" according to Bungie, AINT NOBODY GOT TIME TO TAKE THEIR TIME WHEN FIGTING ALIENS THAT CAN 1-SHOT YOU!! -The Godly Vex Mythoclast: This thing was a monster in PvE and PvP in it's prime, it was definitly OP in PvP and it definitly needed a nerf IN PVP! Even though it was good in PvE, it was not OP, not by a longshot. Not to mention that even after the first nerf, the gun received multiple nerfs over and over again making it useless both in PvP and PvE. Poor Vex... -Pocket Infinity: Damn this thing was a beast, it was an exotic Fusion rifle who could fire 8 round at the same time making it an ultimate DPS machine! It was ridiculous in PvP and needed a well deserved nerf. Again it was ruined in PvE and people barely used it, even on Solar burn modifiers I didnt see that gun being used which is very sad. - etc... I could go on and on and on...but my point is that you cannot compare PvP and PvE, something that is OP in PvP doesnt mean that it is OP in PvE aswell and vice versa. So my proposal is that in Destiny 2 Bungie needs to separate PvE and PvP from eachother meaning that nerf/buffs/changes/overal balancing should in PvP/PvE should not affect eachother. Imagine it, you could run around with powerfull armory, weapons, exotics in the PvE world without being worried that someday it will be nerfed into the ground because kids are crying on the forums. And Bungie can design guns/armor without worrying that it will be OP in crucible which is BTW why I think Kings Fall weapons suck so much because Bungie is holding back making it powerfull to prevent unbalanca in PvP. I think this change will make the franchise MUCH better, please like/share/bump this as much as possible. Thank you! -Solid Chrome out Edit 1: Or make it like this crowd control in pvp: lasts 3sec and gives 15% extra damage and in pve: lasts 6sec and gives 30% extra damage. Same perk but its downscaled for pvp. And they could do that for every perk, another example: rangefinder in pvp: gives 10% extra range and in pve: gives 20% extra range Shotpackage: pvp: bullet spread reduced by: 8% Pve: bullet spread reduced by 30% Etc. (Any ideas of your own? Comment below) And another thing that they can improve in Destiny 2 is that they put actually numbers on the perks, for example tell us how much rangefinder increases the range or how much crowd control increases the damage.

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  • For the longest time, people have been wanting separate game adjustments for both pve and pvp. As far as I remember it was like that back since the alpha. But when you look at all the times the devs took a lot of the weapon and class data from crucible events then applied fixes or tweaks based off of their "findings " thinking it would be acceptable for both scenarios. (Seriously, does anyone actually have the number of "weapon and class balancing" they performed? I'm curious.) And then you look at the one or two times they have actually achieved separate weapon tuning from pve to pvp. (Think it was the shot gun buff) which in the end they nerfed them for both game types. Which sort of tells me, they're entirely capable of performing separate tweaks for both pve and pvp, but they're just too -blam!-ing lazy to put forth the work and testing.

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