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SO, now that that's out of the way, hear me out. Whenever we think something is overpowered or needs balancing, (whether it actually is op/needs balancing or not) we tend to vocally express that opinion on the forums.
Very often this causes a nerf to happen to the thing needing said balance.
However, most of the time we nerf something, we fail to realize that that op thing was countering something we couldn't see until we already nerfed it.
I have three examples.
The first example being in Year One. When fusion rifles were nerfed, there was nothing to keep the shotguns in check.
The next example is in Year Two. After the reign of terror that was Thorn, a blanket patch was placed over hand cannons nerfing all of them.
This caused Pulse rifles (and certain exotic Hand Cannons) to outperform other weapons because the only thing keeping Pulse Rifles in check were Hand Cannons.
( And the only reason Hand Cannons started reigning supreme was because of the great Auto Rifle nerf. Since the ARs had been nerfed nothing kept the HCs in check)
My final example is from the very beginning of Destiny and carries all the way to this year.
After Blade Dancers were nerfed, there was nothing to keep Gun Slingers in check. After Sun Breakers were introduced in the Taken King, they stopped the Gun Slingers, but nothing could keep THEM in check.
As a result we nerfed Sunbreakers, and suddenly there was nothing keeping Stormcallers and in check. So we nerfed Stormcallers, and there was nothing to keep Night Stalkers in check.
So we nerfed Night Stalker, which gave birth to Sunsingers, Gun Slingers, Storm Callers (again) and Blade Dancers reigning over Crucible for awhile being hell to deal with. It was annoying to deal with and Crucible wasn't as fun to play anymore.
So we nerfed them all and now Striker Titans seem OP. Because we nerfed every counter to them! And what happens when we nerf them? A new ability will show itself and will be considered OP again and the cycle will continue because even though we don't know it now, the Striker Titan is keeping that ability in CHECK.
Do you see the pattern? No matter which class ability we nerf, a new one will appear because the ability we just nerfed, was the only thing that was able to counter the new one that showed itself.
(A personal example (and opinion) is I feel that the Sunsinger's old Viking Funeral with Touch of Flame and Firebolt Grenades, and Hunters old Throwing Knives, kept Shoulder Charge in check. Now that they changed the perks, Strikers aren't as worried running in for a Shoulder Charge because the fear of a throwing knife head shot or a high damage burning Firebolt isn't there.)
SO HERE'S MY SOLUTION!
Rather than nerf the next OP thing let's make a counter for it. Not every class needs a counter to everything and that's OKAY because it will provide balance.
In other words let's make a very advanced Rock, Paper, Scissors. This ability has a higher chance to beat this one and so on. Of course we all have our guns to counter abilities, but I feel this way is better of handling it.
So for instance which ability would be a good one to counter Shoulder Charge and how do we buff that ability without making it too OP?
Examples I personally would pick:
Hunters Smoke Grenade.
(Slows down the momentum deactivating the Shoulder charge perk.)
Hunters Blink Strike
(it should be quick enough to hit first and stop the momentum deactivating the Shoulder Charge perk, but not too much as to where the Titan can't Storm Grip your ass if you're to slow.)
Sunsinger's Solar Wind
(This perk is useless as of right now and the pitiful amount it did push enemies away, I don't even think works correctly anymore. Buff the amount it pushes enemies back and reduce the amount of initial damage it does while keeping the burn damage. I'm not saying like Phalanx strength push but enough to where if the two perks collide at the same time, Sunsinger's will be safe and Strikers will have to readjust.)
Defenders Supresion Grenade
(Buff radius so when thrown at a running Striker it suppresses the Strikers (or any Guardians) abilities.)
Storm Callers Amplitude Melee
(We don't need greater range on this melee. It's already long enough. Rewrite it so it blinds the enemy it hits. BUT EXTREMELY TEMPORARY. Enough to disorient but not enough to where your enemy can't do anything. OR make it so it forces your enemy to do a 180 when hit with it. Or just make it so it stops momentum of a moving person for 2 seconds. Kind of like trying to move in a vex detain bubble. You can still aim shoot and use your abilities, but you can't move in any direction very well for like a second and a half. After all it is electricity coursing through you.)
Now I'm not saying implement those ideas. Those are just examples I came up with off my head to show that instead of nerfing everything we should apply SMALL buffs to SELECT abilities to counter other one's without making said abilities too OP.
Instead of buffing or nerfing whole Classes, lets buff select abilities to help promote better growth for the balance between our subclasses.
What do you guys think?
Also i know gun balance is a thing but thats a whole other topic for a later time. Let's work on our Characters first.
Do you think this idea would work better?
Also please like this post if you vote, for I am trying to get as many people to see this as I can to provide proper feed back.
Edit1: Spelling
Edit2: 253 Votes Guardians!!
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2 RepliesEdited by Vivian Feticher: 7/3/2016 6:45:20 AMYou are on to something. I do agree with some other comments where Halo's PvP base was "fair." But here is the thing, I myself along with probably quite a few others think the nerfs go further than just to piss off players. Let's go with weapons for a second since we keep coming back to it in the comments, weapons are nerfed because of the, A) so much yelling nerf of a specific weapon type, B) Stat's show a certain weapon type being used more than another making it terribly over-used resulting a soon to be if not already nerf until the next "OP" weapon set is overused. Currently would be Pulse Rifles, shotguns(Again), Some auto-rifles, and snipers. Now as for your subclass counter to Shoulder Charge, it's painful enough to use as is. Yes with the tweaked melee hit detection made it a bit more deadly, but it comes down to players not being aware of their surroundings. Shoulder Charge is easily countered with team fire, Shotgun/melee, supers from another subclass. Only thing ridiculous about Shoulder Charge is when you are caught off guard slightly and to avoid it, you go into the air and the person never jumps once and they come off the ground to hit you. That's about it. Shoulder Chargers have the same problem as shotgunners, they have to close, a lot of distance. And the restriction, the charge up only lasts for x amount of time. Smoke grenades were designed to be used in combination with other skills or weapons. Otherwise usually under powered for the most part. Suppression grenades weren't designed to have a explosive blast radius like some of the other grenades and with practice can shut down just about any super + shoulder charge. It's annoying but creditable to see someone skillfully utilize a suppression grenade. Because if you buff suppression grenades, you will see a large population utilize defender titans in the crucible more, (Yes I am about to say this,) Weapons of light + No Back Up Plans + Shotgun. That could be your result which will make for aggravating matches but easily countered. You have some good idea's and put much thought into what you've brought to the forums, but I think you thought a bit too hard and not the effects it could cause later on down the road. Although my theory is, only reason why these said, "Nerf Herders" are crying nerf is because they are trying way too hard to be like these streamers on youtube and twitch instead of find a skill set that works best for them, and weapons that work best for them. And learn what counters what and sometimes you just have a bad day. I do have to agree on a last note that Stormcallers melee range needs a bit of tweaking and time duration of the super also.(I'm not screaming nerf the shit out of stormcaller to render unusable, but we all remember a Blade Dancer with Mask of The Third Man in Y1 before the super time duration was nerfed, it was the most hated thing) Other wise, a well placed suppression grenade, distance to target, or even a well used super can counter storm callers.