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#feedback

8/21/2016 6:47:16 AM
9

Let's talk balance, in terms of power creep. (A logical explanation to explain balance)

See here's the thing. I feel there is a way to achieve true balance in Destiny. But the first thing I need to do is break a barrier for you, or open your eyes. No matter what there will always be power creep. Yes. I know. Hard to except, but.. there was is and always will be power creep. People always tell me "If you buff everything you run into power creep" or vise versa. Listen if you nerfed every gun to shoot paint balls and feathers there would still be some sort of power creep. Look at year 1. Many powerful things, but also much fun. I'm honestly sick of all the big streamers kissing Bungie's butt saying how everything is balanced and blah blah blah, and how they made good decisions. Honestly year 1 was (House of wolves era) was the peak for destiny. There was a lot a variety in my opinion. I mean compared to now, it was much better. And now back to my point, right now, there is power creep. Ever wonder why top players don't use red death? Nirwins? Because they are underpowered. Especially against guns like hawksaw, mida, TLW, ect. Or the Hakkons hatchet archetype. Yea it ok, but not amazing. And gets overpowered by top tear weapons. Or hung jurry. That archetype usually gets outclassed by mida and other weapons. There is so much power creep right now! So I think there is a way to achieve almost perfect balance. Because honestly there will never be perfect balance. So here are my proposals for balance. Proposal #1 Have everything revolve around the same kill time but have ranges where certain weapons do better, like scouts would dominate long ranges depending on impact and rof, then have pulses dominate the mid range engagements also depending on rof and impact. Then have hand cannons and autos dominate closer range engagements. So all of these weapons will revolve around one kill time at there dominate ranges. Let's say .8 or .9 but these kill times will be at these weapons dominate ranges. Obviously kill times would change at certain ranges Proposal #2 Have everything be balanced by power and uniqueness. Basically everything will powerful in a different way, like thorn and red death. Thorn two tapped, red death 2 bursts. Red death Regens health making it a good thorn repellent, but both completely different weapons. And both good weapons that are balanced for each other. But I'd like to see more weapons balanced by power and uniqueness. (Simular to year 1) but have some weapons tweaked. Like making auto rifles more powerful, just making every weapon some kind of contender. Then my proposal to special balance is to have shotguns have a range and accuracy buff, revert any sniper nerfs, give fusions a slight accuracy buff, maybe range too. (Mostly talking about the faster charge rate fusion rifles) then give sidearms a range and accuracy buff to contend with other special weapons. I'll state again, there will never be perfect balance, but there can be an almost perfect balance. So that is my proposal. Any other ideas? Which proposal did you like better? Why? Did they both suck? What would you change? I would love to see your guys thoughts!

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  • Edited by WardenMagen: 8/24/2016 10:50:47 AM
    I’m with Phnx y0. Apart from the OHK archetypes, weapons are relatively balanced across the board for TTK. Power creep would be increasing this TTK for the none OHK weapons, something that is not required. Balance and power creep are completely different topics, so your OP is flawed As for your special weapon changes, have to disagree Basic illustration of the weapon ranges, and they are a little subjective I know Zero | Close SG - S Zero | Close FR - S Close | Close-mid SA - S Close | Close-mid HC – P Close | Close-mid | Mid AR – P Close | Close-mid | Mid | Mid-long PR – P Close-mid | Mid | Mid-long | Long SR – P Close | Close-mid | Mid | Mid-long | Long | Max SR - S Every weapon can be zero or close, but as an effective weapon, this is really your shotgun and fusion territory. Same with the max range as you have scouts (SR-P) that can challenge snipers (SR-S) but again, I’m looking at these from the effective option perspective 3 of the 4 special weapons are the close range options and then the primary being the close cross-over to mid |long options. No surprise we have the sniper covering all ranges, as a OHK archetype, and I would suggest this as being the biggest imbalance issue currently. Your weapon selection should have a sacrifice at a certain range, although that sacrifice can be mitigated with the weapon selected and your skill with it, but the current operation of snipers negate this I don’t have an issue with snipers and if somebody domes me in a sniper lane, that’s my fault for being stoopid, but being able to operate below mid-long range is broken. The problem is what solution as there will be so much b!tching, but as long as a nerf (there I’ve said it) impacts PvE minimally, it should be reviewed My solution? Nueter non-ADS hit points and increase penalty for draw, ADS and movement. I’d even look at making radar inactive when a sniper is equipped, but possibly taking a little far

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  • Do you know what balance means? Shotguns and Fusions are fine. Snipers need to be balanced. They are easy to use and are very effective in any range. Low ROF Autos and Pulse need a slight damage Buff. Low ROF Pulse need a slight ROF decrease to make up for the damage buff. Last Word needs a stability nerf. Mida needs more zoom and less Aim Assist. Destiny is finally balanced.

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    • I also like your time to kill thing, but you uniqueness thing was showing clearly OP weapons. Class + weapon = niche not just for one. I try to stay at mid range. I run from snipers using shadestep, and punish rushers with a chaperone slug in the skull or a womb I combo

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      • Edited by Shaderz: 8/24/2016 1:44:14 AM
        I use the Nirwins and Chaperone. I'm in the top 1%. I just goof off with a first curse too often to care about stats Make Hawsaw 4 burst high armored targets ( all head shots) Make Grasp 4 shot highs armored targets (All Headahots) Make basic sniper flinch that of a high caliber rounds shot, make high cal make Your screen go horizontal and vertical And finally Restore smoke and mines to reduce shotgun rushers Forgot about fixing the visual glitch with storm/ lightning nades just make them show their true radius

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        • Or.... They could stop chasing this balance nonsense and set hell loose in crucible, as it was early y1. People were not so sensitive back then and melting/being melt was fun. For me, this mlg competition type of pvp is just "plain"; "flat". It's kinda like watching soccer with your non-drinker stepfather...boring af.

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          • I do agree house of wolves was a great era, but vanilla destiny was easily the best Same time to kill, with different range is what we have already. But the different ranges and different takes are causing imbalance Honestly handcannons should have current pulse rifle range, they simple are too situational and inconsistent to be considered good Pulse rifles should all have grasp of malok range Scout rifles should have no range fall of, but stagger a lot more, and should have a bit stronger aim assist to be more lethal and consistent at range Auto rifles should be changed back to vanilla (range and everything), excluding suros focus fire, doctrine could have more range at the expense of more recoil or could stay the same as is

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            • I honestly think snipers do not need their nerfs undone. Other than that I pretty much agree with everything else.

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            • Because I hate the sniper meta I would like to not see the nerfs reverted. Change everything you said minus that and we see where snipers stand and than we decide from there.

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            • The first proposal makes more sense. Though, hand cannons and autos being in the same category would cause some disparity. Mainly being that autos have a faster fire rate and larger magazine. You'd have to have hand cannons range slightly exceed the autos. But I do believe keeping the kill times all relatively closer would be much better than what it currently is.

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