There seem to be some people who are somehow blind to the facts about the Crucible in its current state.
[spoiler]
My premise:
PvP should ultimately come down to a contest of skill. A more skilled player should win more often, and thus hypothetical players of equal skill should have a nearly 50% winrate going against each other head-to-head.
If you choose a reasonable loadout, you should be able to employ tactics that maximize the effectiveness of that loadout. Maybe it works better on some maps than others, but it should all balance out.
PvP is working properly if hypothetical players of equal skill can expect a 50% win rate choosing any reasonable loadout and then playing it well on the various maps. (It does not matter whether two players of equal skill exist.)
My observations:
The current Crucible gives a huge advantage to a tiny handful of loadouts, making it far from a proper PvP environment.
There are many combat factors and Time-to-Kill is one that most interested PvPers have reviewed.
Time-to-Kill does not [i]have[/i] to be the only relevant factor in a game's weapon design, but ......[/spoiler]
in Destiny:
there are a small handful of weapons with an ridiculously advantageous Time-to-Kill and
[b]Time-to-Kill **IS** effectively the only relevant stat.[/b]
Why?
Because Destiny does not employ factors that would force any other primary weapon considerations aside from Time To Kill. In particular, Destiny does NOT make a factor out of:
1) Average Engagement Distance,
2) optical zoom
3) scope aiming time,
4) mobility penalties,
5) magazine size and reload speed, nor
6) recoil.
#1, Average Engagement Distance.
Almost without exception the maps in the Control/Clash/Rumble play list are small with almost no long sightlines over critical traffic areas (IMO, the only exception being Shores of Time which does allow for some sniper coverage over Point C and the heavy ammo spawn). Because all (but 1) of the maps deny long sightlines, the average engagement distance is in the short 8 to 35 yard-ish range. Handcannons are supposedly a short range weapon and they cover those engagement ranges with full effectiveness, therefore Average Engagement Range is not a factor in Destiny.
#2, Optical zoom.
Because of the short engagement ranges, optical zoom is not necessary. It is quite easy to hit a target at 35 yards with no scope. (In fact, these short ranges can make a scope disadvantageous)
#3, Scope Aiming Time
All primary weapons appear to require the same time to aim down the sights, so ... not a factor.
#4, Mobility Penalties,
All primary weapons seem to have no mobility penalty or advantage (aside from MIDA, which even then is small enough to ignore)
#5, Magazine Size,
It's easy to find Handcannons that have a large enough mag to take out 2+ enemies. So there is not even a magazine/reload penalty for the high damage weapons.
#6, Recoil
I always run my handcannons with Perfect Balance allowing me to recenter my shots as quickly as I can pull the trigger, so Destiny doesn't even make recoil compensation a true obstacle for the high damage weapons.
Of course TLW and Thorn users can be beaten BUT generally you have to rely on luck, which is terrible PvP design -- you'd need luck like:
A) the Thorn guy having much worse aim than you, or
B) you having more teammates with you to outnumber the Thorn guy(s), or
C) having to bring in your fireteam and hope to get matched up against randoms, or
D) getting the drop on a Thorn guy, maybe he's unaware enough to let you get in behind him.
But other than hoping that you run into only guys that are much worse players than you, generally THERE IS NO WINNING STRATEGY for head to head encounters if your opponent is rocking a hand cannon, or Vex, or Red Death or stalks hallways with a shotgun. (see this vid if you doubt: https://m.youtube.com/watch?feature=youtu.be&v=niH5dMFwNUg ) Winning without one of those loadouts requires luck, not strategy.
Conclusion: Time To Kill is THE ONLY relevant factor in the Crucible right now, and handcannons win that hands down.
Therefore, the ideal of a 50/50 win rate for different reasonable load outs is nowhere close to being reached in the current Crucible.
Therefore, Crucible is broken as a PvP environment.
=======
Balance problems could be fixed by adjusting weapon damage or any of the other stats which I detail above. I believe the most impactful fix would be to add new maps that don't cater to such short range engagements. They don't have to be as big as the Combined Arms maps, but they should have some long-ish sightlines over critical traffic areas.
English
#Destiny
-
It's not broken if you are both rocking the same weapons. You talk about no winning strategies but it's right there in front of you. Thorn, Felwinters Lie and Against all odds or JoldersHammer. The strategy you don't like to see is the current winning strategy. Each round of nerfs makes a new king of strategies. Exotic HandCannons only became king after the special weapon ammo reduction. Before they widened the fusion rifle cone, it was their to punish shotgunners. Auto rifles used to keep HandCannon users to shorter engagements. High impact pulse rifles are capable of doing the same but the fire rate makes them just not as easy to engage a HandCannon. I'd like to see some of these previous nerfs undone, keep pulse rifles buffed, and things would be more even
-
2 RepliesOP makes too much of only playing winning strategies but damn he is spot on about those maps.
-
-
Git GUD SKRUBS
-
1 ReplyIt could be as bad as cod. Everyone runs the same setup and killstreaks just make comebacks nearly impossible.
-
2 RepliesEdited by Jayd Sky: 5/7/2015 6:12:58 AMFinally a breath of fresh air from the flurry of stupid "don't nerf my OP gun!" posts. Sometimes I think the community is part of the reason why PvP remains unbalanced because there is a loud segment of players who only care about using the most OP thing they can find and care nothing about having a balanced game that's diverse and welcoming to all play styles. I would suggest posting this in #feedback though
-
2 RepliesYou say this, but crucible does require skill. There are some loadouts that don't (TLW Felwinter blink), but players that have skill win most engagements. You also try to point out range isn't a factor, and recoil isn't a factor, and scopes are disadvantageous. Yet, on all the basic maps that came with the game, excluding the Burning Shrine, sniping is a viable option, as is using a long range weapon. In fact, if you aren't using a sniper on maps such as Shores of time, The anomaly, blind watch, rusted lands, Twilight gap, then you are at a disadvantage to a skilled player. Shotguns require close range, and fusions are too delayed to be viable against a good shot. Example: in IB, I got a ten Killstreak on EVERY SINGLE ONE of those maps, using only the icebreaker. And that's not performing at my best either. I'm sloppy with icebreaker compared to my P&T shot. And with their weapons, such as TLW or thorn, and especially shotguns and high recoil variants of any weapon. That shuts down the three points above. To handle TTK, there's this thing called strafing, and movement. You seem to forget destiny is a 3 dimensional combat experience. There's more than just left and right. You have the multiple jump abilities that make hitting you extremely difficult, especially hitting criticals. If you can adapt to the style of double jump you use, and the weapon type you prefer, you can win any engagement against any other player. That's why these big PvP players are using blink and TLW. Yes, they're high power weapons that seems to be unbalanced, but that's because these people have adapted to that play style. One example is tripleWreck. He uses blink and TLW, but it's not the combo that makes him good. It's a factor, but the major reason he's good is because he understand how to use that combo effectively. So yes, TTK is a factor, but when compared to player skill, it is more minor than you make it out to be.
-
Looks like there are a few number of people that agree with the analysis.
-
6 RepliesHonestly I don't mind the weapons at all what really ruins pvp for me is lag. I literally can't handle wrecking people only for me to die for no reason and they teleport away unhurt.
-
1 ReplyAgree with the guy under me, it's the lag that bothers me.. Let's fix the lag so we can play the damn game... Then we can fix the weapons.
-
3 RepliesConclusion #2: Pvp is poorly designed to begin with ? I agree with your points, to which I would add: Netcode: even on current gen consoles, one side always is given a slight advantage. Needless to say, since I have to live with it I prefer to be on the team which has it. Ever been one-shotted by a Thorn ?
-
9 RepliesThorn isn't just "overused", it is completely overpowered compared to the vast majority of loadouts.
-
Why so serious son
-
1 ReplyTTK varies between .6 seconds (vex) and 1.6 seconds (most pulse rifles) your ability to use cover/moving/compensating makes the TTK drawn out no one is gonna stand still for a full second while you shoot at them also Snipers have a .01 kill time. where is the cry for that nerf? (sarcasm)
-
2 RepliesWhat are your thoughts, Guardians?
-
5 RepliesHere's my take A great PVP player. No me lol. Will kick your ass with about any gun and with the so called op guns just kick it a bit faster
-
2 RepliesI'm with you man , I'm pretty sure they are working on some changes , because those weapons are horribly balanced. Yes they can be beat but they rely on that persons mistake. You as a player can do nothing when going face to face against those weapons. And that's horrible weapon balance like you said.
-
1 ReplyHawkmoon in the right hands dominates thorn.
-
You are entitled to your opinion. Sure, some guns are better than others in this game. It would be boring if you couldn't customize your load out. A gun is only as good as the user, but some guns are clearly better than others.
-
5 RepliesThis video eliminates any doubt about the top tier handcannons
-
Bump!