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#feedback

Edited by Hopp: 6/13/2016 6:47:13 AM
1

Crucible (Balancing and Connection Issues)

Dear Bungie, We need to talk about your PvP system in Destiny. I believe a host system instead of a peer-to-peer system for your PvP, would be much better than what you have. Because my group and I, when we try to play we always have consistent "kill lag." Whether it be my friends, myself, or the opposing team, there is always a time where someone gets killed from around a corner or dies 3 seconds later. If you could change that, it would make your PvP very fun... except... A gun you have in your very large selection of exotics, there is one in particular that has gotten a huge increase in popularity. I am of course talking about the MIDA Multi Tool. But I've seen the gun that is of the fast fire rate arc of scout rifles 3-shot people. And for anyone who doesn't know, that is what the slow fire rate arc of scout rifles should do. That is supposed to be the trade off: fast fire rate = low impact, slow fire rate = high impact. The way you've handled problems like this before, should not go into affect with this. When another gun of yours, The Last Word, was king of the crucible. You nerfed the entirety of the hand cannon gun types, and back in the begging of Destiny, you did the same with SUROS Regime. So I would like to personally ask you to either add a downside* to MIDA, which I feel every exotic should have, or lower the impact. And just because one gun is causing a problem does not mean you should nerf the entire gun type. Leave every other scout rifle alone, and only touch MIDA, and everything should be fine if you handle it correctly. Another thing that I believe needs looked at for balancing are the Nightstalker subclass and Stormcaller subclass. These are two really neat and original subclass designs, but seem a little unfair. Let's start with the Nightstalker: Say I'm walking around a corner and there is a Hunter, who throws not only a grenade but a smoke bomb, which slows me down, blinds me, and I am damaged by both of the things he threw. I don't know what kind of smoke slows you down, so I think that should be removed from it. And it should only have the Toxin, the blind affect, Vanish in Smoke, and Snare. The movement speed reduction and damage it puts out should be removed. It should do damage with Toxin, that's the point of that perk. Still on Nightstalker, the Super, Shadowshot, needs to be changed, I think the distance you have to be for it to "catch" the enemy is too much, and should only be increased by the perk on it. And quiver should not be able to land and deny cancel a super. Let me paint you a picture, why would I used Gunslinger over Nightstalker(In PvP)? They can both shoot three instant kill projectiles, but Nightstalker if you miss, can still shutdown a super, slow down a person (even if just for a short time), and the fact that tether can shutdown supers as well. I think the way you should balance this is that: Tether can't shutdown supers, Quiver does not let you place any Shadowshots, and if you hit someone in their super it should take the and not kill them at the same time(also not leaving a thing there to catch any other enemies.) Nightstalker I feel does too much. I love the thought of a Hunter having a crowd control/support subclass now, but its a shame to see it so broken. Please fix, thank you. Next is the Stormcaller subclass. Storm grenades need a damage reduction, not a bunch to make them unusable, but enough to not make almost every Stormcaller run with them. Landfall still needs a damage reduction. And the super Stormtrance, needs a range reduction or a damage reduction. Because it being able to hit players from a great distance and kill them quickly is not fair. Rising Storm for the melee and Feedback seem a little broken, someone using a subclass should not get a buff from being punched and no other subclass has a counter-melee built into it or anything even close to those two abilities, not even the other subclasses for the Warlock. And why does Rising Storm do so much? Some subclasses have "charge super on kill" or "grenade on kill" (both limited to melee kills) But Rising Storm will: [quote]Charge your Super, Ability and melee energy.[/quote] Electrostatic Mind is another thing that seems broken, it should not damage enemies nearby, that's what Landfall's gimmick is, and having a faster super charge time, just because you're next to allies, also doesn't seem fair since NO OTHER subclass has something like that and it seems like a passive that is too powerful. These are really cool ideas, they just need changed. I like how you handled Sunbreaker, in fact I think it needs a slight buff in armor. But these two seem to be broken and too good for the other, older subclasses to compete. (Please respond if some stuff didn't make sense or you would like more my ideas for new perks/changing the perks. Thanks.) Thank you for your time reading this, and I hope you do something to it. This is just a competitive player wanting to make a really fun PvP game mode, more balanced and fun. I know it can be hard to balance a game and work it out, but I think there are a few ways to handle these problems. Good luck with Rise of Iron and I hope you can become legend. Sincerely, A Hopeful Guardian *A downside is something that the gun/armor trades off. The quick revive armor pieces don't let the player use an exotic to benefit their subclass, which is a fair downside to the quicker revives. Tlaloc, you need to decide between super OR good gun. MIDA should not just a good gun, and since it's a scout rifle it doesn't have any flaws in its gun type; where as hand canons are not good at long range and auto-rifles aren't very accurate. If you would like more downsides on other guns, please respond. And if you would like some help on nerfing MIDA, also respond.

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