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Destiny

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Edited by C-Sentinel: 1/8/2016 10:55:58 PM
110

How to finally Balance the Crucible (Mida isn't OP, but needs adjustment)

Edit: None of these changes will affect PvE, and if they do it will be barely noticeable. Edit 2: Thank you if you disagreed with me without sounding like a 10 year old Edit 3: I'm not saying Mida is game breaking OP. It's definitely unbalanced though. I know it hasn't been touched, but other weapons have. So, it's been 16 months since Destiny came out (wow that's a really long time), and Bungie has proven that they aren't good at balancing the crucible. However, the crucible is slowly shifting into a balanced state. The way the game started was like this: Primaries: Secondaries: Auto Rifles. Fusion Rifles Hand Cannons. Shotguns Pulse Rifles. Snipers Scout Rifles. Sidearms (HoW) Bungie has balanced the Crucible by kicking the weapon at the top to the weapon at the bottom's level, 1 by one. First they nerfed Autos to scout rifle level. With them gone, HCs rose to the top. Then they got kicked down, and Pulses rose. Same thing with Secondaries. Now, the Crucible for the most part is balanced; every weapon type is the most effective in it's optimal range. There are only 4 exceptions; Thorn TLW Mida Snipers I'm going to dissect these cases one by one. All they have to do with Thorn and TLW is revert them back to what they were before 2.1. This recent patch made them way to powerful, despite other hand Canons being fine. This is the result of both weapons being very unique, PvP oriented weapons. Both were killing in the right time in the right situations in 2.0. Alright, here comes Mida. "What the hell is this guy talking about? Mida hasn't changed". It hasn't, but the crucible has. The problem with Mida isn't 1 exact thing, but rather multiple factors. Mida is working fine in long range. The problem is that it is too easy to compete with Pulses, HCs and Autos in mid-close range. This is due to 1.) It's archtype. Mida is in an archtype exclusive to itself and 2 other scouts. It is between The Inward Lamp and Hung Jury. It fires faster than a HJ, but can still kill in 4 headshots. 2.) High Calliber Rounds. This is the bane of HCs and autos, which require more precise aim. This staggers them, putting them at a disadvantage. 3.) The scope. Mida has a low-zoom scope, that moves VERY fast compared to other scouts. This might be due to the agility boosts or the archtype. I don't have an exact reason. 4.) The aim assist. Mida has a near maxed AA, making it easier to hit shots at mid range. How to fix it: Reduce the movement speed of the scope, and increase flinch for ALL scout rifles. Scout rifles are meant to be support weapons. Unless you get the first shot off, or you are at scout rifle range to the point that other weapons are facing damage drop off, you shouldn't be beating other primaries. This should make scouts harder to use in close quarters, where they shouldn't be used. This same flinch nerf should be applied to snipers with LOW ZOOM scopes. It's too easy to hardscope corners with low zoom scopes and easily double tap. Also reduce swap time from a sniper to a primary, eliminating the "body shot then clean up with a primary" problem. Feedback? [spoiler]no salt[/spoiler] [spoiler]pls[/spoiler]

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  • 1. TLW Remove ads accuracy buff with TLW (revert to 2.0 like you stated) This allows TLW users to still kill extremely quick in CQC, but they struggle a bit more in further ranges. 2. Thorn. This gun will always be either really great or absolutely horrible. Revert magazine size back to 6, but don't make the reload garbage like it used to, leave that the same. The thorn was always powerful, but it had a low mag, and a terrible reload to balance it. Give it the low mag again. (Other suggestions are to make DoT only proc on precision shots) This allows thorn to give you 2 kills, provided you don't miss any shots, before a reload. The precision-only nerf removes the 3 bodyshot spam. 3. Mida MultiTool This gun is regarded as OP by some, but balanced by others. A common defense is: it's only as good as the user. This is true to an extent. Drop the aim assistance value from 90+ to 65. Aim assist effects primary bullet curve (not sniper curve lol). Maybe tune down the flinch modifier? 4. Snipers. I personally think they are balanced. But, I think special ammo is way too abundant. The fact that I spawn in with 12 rounds, is absurd. Spawning with special should not be allowed. By making teams fight for the special, this forces more primary gunfights. I also have an idea, where you get rewarded with special ammo. Neutralize a zone? 1 bullet. Cap it? 2 bullets. Grab the spark? 1. Score the spark? 4 shots. You should also get a bullet for each kill. 5 kill streaks give you an extra bullet, and ten kill streaks reward you with 2. By the time you get a 10 kill streak, you have 13 special ammo. Tell me what you think.

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