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#feedback

Edited by Randi Flagg: 3/24/2015 4:58:52 PM
45

Some honest curcible feedback to bungie

Since theres about nothing left to do in pve i mostly play pvp now. I am not a pro gamer. I am above average at most. But still there are issues left that make crucible a pain in the a** sometimes.Below is a list containing my own thoughts and some of the great ideas ive seen so far in the forum and somewhere else. This thread is about pvp only. Bungie has proven they can seperate pvp and pve in terms of changes, so all comments coming up with that are invalid for me. I hope some guys from bungie will have a look here since ist adressed to the devs more than anyone else. I only tell you my own experience from using everything i mention below in this thread. So u can assume i have some experience with all of that using it myself. [u]1.) The Shotgun Issue[/u] The overall shotgun design is FINE. There is NOTHING to complain about these weapons. What makes them overused and OP from a certain kind of view follows: [u]Infinite Secondary Ammo[/u] This makes shotguns overused. You can treat and equip them as a primary. But since bungie announced to work on ammo chests, this problem may be solved soon. So no need to go in detail here. [u]Map Design[/u] The maps in destiny reward close range weapons and are too small in general for anything else than skirmish and rumble. And since fusion rifles got nerfed hard, the shotguns claimed the top alone due to almost all encounters are in very short range. Shotguns are viable everywhere. We need more maps with more open spaces. This alone would decrease the shotgun abuse because people could choose other primarys and secondarys and shotguns will not be the best choice almost everywhere. Bungie give us some more maps like shores of time or bastion. [u]Slide[/u] Every character can perform this ridiculous one mile long slide that even allows to aim. That makes it very hard if not impossible to stay out of shotgun range. Bungie should shorten up the actual slide range once a secondary is equipped. There is a shotgun perk for longer slides. That should be enough. And of course the aim should be disabled for sliding. Everyone who claims slide is hard to use but easy to counter does not perform it properly or is just not honest. Its the opposite. I do it myself every day (and still want a change). Blink is no issue for me. It is easy to counter with advanced movement. [u]2.) Abilitys / Supers[/u] [u]Bladedancer[/u] Auto aim should be disabled for this super. Since the bladedancer has a great damage reduction, can heal on kill, has blink and can use the slash to move quick it should at least require to aim. [u]Hunter Supers in general[/u] You loose the super if killed during the activation animation. Does not happen if you shoot a titan out of havoc fist and a warlock out of nova bomb. Needs to be changed in either the hunter doesnt loose his super or the other classes loose their supers as well. I dont care. Just dont want it to be unfair in that point. [u]Shoulder charge[/u] Please no auto aim here as well. The way this attack tracks is ridiculous. It follows around corners and more than 90° angles in every direction. Of course it is not easy to connect and the vision is bad sometimes, but this is a ohko. So there should be some kind of skill involved to get that kill. [u]Fist of Havoc aka Panic Fist[/u] It feels kind of unfair that a havoc fist cant be cancelled by a golden gun shot or a nova bomb. If the supers are made to counter other supers, why is this one excluded? Reduce the damage reduction on this one too. [u]Titan Melee[/u] Has a poor perfomance compared to the other ones. Warlocks have range, hunters have a charge or a throwing knife. Titans have kind of a charge as well, but it doesnt show up that often. Change that or give the titan a stronger melee. It is a titan after all. I would expect a titan just for its name to smash things at close range. [u]Bubble Villag[/u]e There has to be some way to stop that. I know its easy to counter with snipers or just not getting close. But those games are so freaking boring that it hurts that it is even possible to do that. Remove the orbs bubbles create in pvp, disable the perk wich creates more orbs, dictate a limit to the total amount of bubbles that can be activated at the same time per team or let the bubbles destroy each other if they swap over another. Choose one of that options. I know some people will actually call the bubble village a tactic. But… Seriously? [u]3.) Rewards [/u] Loot after every match should be a must have feature. A higher chance for top 3 players to earn gear beyond blue stuff is needed since it really seems that the bottom 3 players get more and „better“ loot over time. And i think high scores should be honored with an extra crucible mark and/or more reputation. [u]4.) Matchmaking[/u] The game should stop to put you in a halfway done match that often. Its frustrating since players usually leave the loosing team. Same goes for rumble. And no fireteams in rumble please. I see more and more 3 guardian fireteams to actually play skirmish with friendly fire in rumble. Thats not the way rumble is meant to be or am i getting something wrong here? What about rewards for players not quitting? More reputation and a better chance for loot if you finish a certain ammount of your games? [u]5.) Ranking[/u] There is non. Why? Players want to compare and compete. Give us that. This would also be great way to match up players with similar rankings and to make sure newbies dont run into pros all the time and have some time to practice and experience improvements without that much frustration. [u]6.) Playlists/Content[/u] They are all deathmatch with modifiers no one cares about. Give us objectives and more permanent stuff. Players want ctf and stuff like that. Theres so much you could do. A Juggernaut playlist with someone having a hive sword. A swat mode with primarys and snipers only. A non super mode. People desire a map vote, more vehicles and big team maps in a big team deathmatch playlist. And of course give us custom matches to practice and play against our friends in our own games and a forge world to be creative for our selfs. [u]7.) Crucible overall performance[/u] Is bad. Crucible is a giant lag. I dont know the exact details of how the connection works, but obviously it doesnt work. Lags, bad hit detection, late points for the kill. Lag switchers on top oft hat. And i doubt this a problem with the internet connection from the players in most cases. This iron banner was more an iron lag than anything else. Work on that bungie! There are players out here who actually want to enjoy pvp. What about an ingame cross region option? My lag in europe is getting worse as soon as the non european players come in more and more. So i can only play until its about 6 or 7 pm over here without experiencing major lags. I would love to stay in europe with my games to prevent lags. [u]8.) Bountys[/u] Two things to discuss here. First is we need more bountys and more specialized or should i say harder to get bountys like perform a kill with every of your subclasses grenade types in one match or perform multikills with your super/heavy. Currently there are just not enough different bountys. The second point is that weapon based bountys force us in most cases to only use that weapon. You can not switch, you can not reload. If you want that shotgun or fusion rifle bounty of course you wont use something else. Please change these bountys to: in a single life, perform x kills with [insert weapon type]. [u]9.) Weapons / Weapon Classes[/u] Finally. If you dont like the words nerf and buff stop reading right know. Every player with a minimum ammount of skill should be able to admit that there are some weapons that are a little too good. [u]Snipers[/u] No last round in pvp. It destroys skirmish and rumble sometimes. This problem may be solved as soon as bungie decreased secondary ammo. And people should loose their scope while under fire. Even if theres a kind of struggle shown, you still shoot the direction you aimed for at first. I was pretty much surprised once i figured that out. This practically means as soon as i aim at someones head hes dead, even if he hits me while i use the scope. A sniper should reward someones skill with the aim and not the time someone is in scope, since this is a video game and not the real world. [u]Auto rifles[/u] The nerf needs to be reversed. Take away some range, add some recoil and give back their old AR. Than you will have the intended short range chainsaw. [u]Handcannons[/u] Here it is. I play on xbox so i dont know about hawkmoon. The last Word. I use it myself. It rules over rumble. Three body shots with hipfire and a ridiculous fire rate. I know what i am talking about. Its very reason is to be THE short range shredder. And it fits in that role. But take away range. Even in middle range i can win most shootouts. Thats a little too much. Thorn. The new noob/try hard weapon. It requires almost no skill. Here is no high risk, high reward. Its only reward since you only need 3 hits. Thorn doesnt require good aim or improvement. Thats what i dont like here. I am fine with the two headshots, but you should reduce the body shots to 4 plus poison. [u]Scout Rifles[/u] They appear to be next to useless right now. They need some bigger maps to be rewarding in pvp. What do you think? Make suggestions or call me a crybaby since i deserve to be adressed that way ;)
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  • I've posted several similar ideas and I would recommend trying to separate your thoughts on what the problems are with your ideas on what the solutions are. Some examples: [b]The Shotgun Issue[/b] I agree there is an issue with shotguns, but you don't really specify or try to specify what that issue is, and instead, you jump right into ideas on how to fix it... without really stating what the problem is. And so when you suggest something like changing the slide mechanic because of shotguns, this oversteps the issue. Slide is awesome. I don't use it with my playstyle, but slide is a great movement mechanic that works well. One of the things i LOVE about Destiny is the verticality to the game with all the various jump / glide / blink mechanics, the slide mechanic, and the differences in elevation with the levels. Slide is great. To somehow diminish how great it is because of 1 weapon seems like overkill to me. I hate shotguns, but I don't have a problem with shotguns as a weapon class, I have a problem with a couple of combinations of shotgun perks. Shotguns, as a class, are fine. Perks and/or combinations of perks need to be addressed (for all weapons). Now that you can reroll perks on IB weapons, this issue for all weapons is only going to get exasperated. [b]Map Design[/b] Map design could be better, but the players have kind of spoken with regards to the bigger / wide open maps.... they don't prefer / play them. That being said, when I play maps with vehicles that are more wide open, you may has well replace every shotgun with a sniper rifle. Does that make sniper rifles OP? Are shotguns underperforming? [b]Back to Shotguns[/b] So for me... the issue with shotguns is certain combinations of perks allow them to be used outside of their intended scenarios. There is no reason to use a Fusion Rifle any more if you have a Shotgun. And to fix this is tricky. We could fix the perks maybe.... but that WILL create issues on shotguns that don't have combinations of perks. For example, if you nerf Shot Package, that will nerf all shotguns with Shot Package but should Shot Package be nerfed across the board or only on shotguns that ALSO have range-improving perks? It gets tricky. I think the radar also plays a part into the effectiveness of shotguns. I think certain movement mechanics like blink and slide do as well. I love blink, but being able to shoot people before you even completely materialize (on their screen) is silly. Maybe remove the ability to aim down sites on shotguns... and change up any perks that have advantages when doing so? There are lots of possible solutions, but the first thing to do is to: 1) Identify the problem 2) Agree there is a problem 3) Talk about all the elements in the game that lend to that problem 4) And THEN discuss ways to address those elements [b]Supers[/b] In general, the supers are not balanced and you've mentioned several ways that they aren't. My PvP main lately has been my Gunslinger. Golden Gun is, without a doubt, the best or one of the best, supers in the game. It can cancel bubble. It can cancel bladedancer. It is 1-hit ranged. With some of the perks, you don't even have to hit the person... you can hit something near them. That being said, there are other supers that are probably MORE annoying than Golden Gun despite maybe not resulting in as many kills.... Fist of Havoc being one of them. So yea, I think Golden Gun is VERY effective, but it is also very counterable and has some built-in limitations to limit the "cheese factor" of it. In my opinion, nothing is more cheezy than many of the things you mentioned... like Fist of Havoc. If I were to redesign supers and specials, in general, I would go into it with a few guiding principles: 1) Supers should feel fun, skilled, empowering, and rewarding as the person wielding them 2) Supers should not feel hopeless, frustrating, or generally unavoidable as the victim of them 3) The Supers should all have a sort of rock, paper, scissors balancing act in terms of how they interact, counter, and impact each other I'm not saying we should do ALL of these, but here are some things that fit into that: 1) Providing some visual / audio cues to players who have their super available 2) Adding a short spin-up time to several supers on activation... similar to Golden Gun. Something that alerts users to use more caution, equip a different weapon, pop their own super, run away, etc. 3) Rethink any supers that have outrageous auto-aim or invulnerability-like mechanics 4) Make bubble immune to some supers (like golden gun and nova bomb, but maybe not blade dancer or FoH). Right now, Bubble is the super that is counterable by almost every other super... its like this super that is really good at getting other people to burn their super, but then doesn't really do what it is supposed to do... which is provide a near impenetrable shield of protection. Another possibility might be to make it immune to all damage, but limit the timer on it SEVERELY (in PvP only) [b]Bubble Village[/b] I've yet to see this used against me, but that doesn't mean I think it is okay. I know people say, "good tactics" or whatever, but imagine if Destiny WERE some sort of fair, balanced, competitive e-sports game. This is a tactic that would quickly become the makeup of EVERY team's offensive and defensive strategy. Soon, the game wouldn't be about getting a good mix of classes, subclasses, weapon types, etc... it would be about every team fielding the same setup. THIS is the definition of OP in my book and it should be addressed. I'm all for 'tactics', but not at the expense of all other tactics. This isn't a tactic, this is an unfortunate and unforeseen side effect of several factors coming together to create an imbalance. [b]Sticky Grenades[/b] I'm fine with these, personally. They MIGHT be an issue, but they would rank sooooo low on my list of priorities. [b]Rewards[/b] Agreed. PvP rewards are pretty atrocious.... although I will say the latest Iron Banner seems to have been much better in terms of drop frequency, ships, exotics, etc. I saw SEVERAL items drop during this IB... and not just for me, but in general. In 1 week, I saw 5 exotics, 4-5 legendary IB weapons, countless ships, etc. If regular Crucible was that good that often, I'd be willing to make this a lower priority. [b]Matchmaking & Ranking[/b] Agreed. I think FORCING a team shuffle whenever there is a lopsided victory is one of the silliest and dumbest ideas ever. Why? 1) It doesn't save anyone any time... except for the 5-8 seconds it takes to hold the triangle button and do this yourself manually 2) It doesn't give people like me (who enjoy challenges) the ability to do a rematch against a bunch of people teamed up 3) Being dumped into a lopsided match midway through, coupled with this enforced reshuffling, just makes an already frustratingly long wait time between matches even longer. i.e. Get beat badly, forced reshuffle / loading / finding, dumped into match midway.... which was only possible because some team was getting creamed and they left... which means the score will again be lopsided, which means again you'll be forced to reshuffle... which means there is the possibility (again) to be dumped into a match midway... Until they add a ranking system, they MUST remove the forced reshuffle of players. Instead, they should be ADDING an incentive for players to NOT quit... similar to what they did with IB. Maybe even tie this into the rewards system. Every match you DONT BACKUP, you get an increased legendary / exotic loot chance. And once you find an exotic / legendary or backout, it resets. [b]Performance & Lag[/b] Agreed. It is atrocious. This, coupled with a lack of private / ranked servers, are the 2 biggest things that will hold Crucible back from ever being played as much as it should. [b]Snipers[/b] Not sure I agree. I haven't seen Last Round abused THAT much. I have an Efrideet's Spear with Last Round. Maybe the solution is to limit secondary ammo and this problem goes away, but I'm not sure there is really a problem. I would NEVER just empty 2 rounds to get to last round. Maybe people are doing this in Skirmish because there is always this "short rest period" that can be used to safely go get more secondary ammo? As for flinching, not sure I understand. I flinch ALL the time when sniping... even with "no flinch" perks. It is frustrating. If there is some trick, I haven't figured it out and I'd like to think I'm pretty good at PvP :) [b]Auto Rifles[/b] Agreed.... maybe. Pulse Rifles got a boost. Lots of people using them. Hand Cannons are still good (but need skill) so lots of people using them. I haven't even TRIED to use an AR so I can't comment. But if ARs are noticeably weaker than PRs and HCs, then yea... I agree. I think there may have been too many changes at once. Maybe the boost to PRs was enough... see how that pans out and THEN nerf ARs if needed. [b]Hand Cannons[/b] These need their own reply (running out of space)

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