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7/3/2016 3:12:02 PM
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It's not so simplistic. Let's take a simpler example that is easier to highlight the problem - Overwatch. Overwatch is much more of a system that you're talking about, where there are counters. Some are hard counters, some are soft counters- but it is much more along the system that you're envisioning. McCree is a hard counter to highly mobile characters, like Tracer. The problem is that his ability was too strong - it ended up being a hard counter to Tanks. That wasn't the intention of his ability. He was performing outside his area. He needed a nerf. ---- Nerfs are necessary even with counters. The game is lacking some counters. Snipers are outperforming for two reasons: 1.) Not enough counter-play 2.) They are too strong outside their area. For 2 - they need an intra-archetype fix (make the low impact snipers the mobile, close, quick scoping snipers while the high impact snipers be slow, hard scoping heavy hitters) For 1, all weapons need a boost to flinch, with a tweaks to high caliber rounds and unflinching. Sticky grenades don't need a nerf, but they need a counter. It's too easy to do a quick peak, instant kill without recourse for the other player. That isn't a fun experience. DoT could use a counter as well.
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