I spoke with the Sandbox team that balances the weapons in the game. This is part of a running dialogue between us where I make sure they receive your feedback. They wanted to give you some information about their process.
[quote]Hey everybody! We wanted to take time to let you all know that, while we did not include a balance patch in The Dawning, we are listening to your feedback. We appreciate all of you who return to Destiny over and over again, and we respect the things you have to say about what you are seeing and feeling as you play it.
As we wage wars in our playtest labs, we’re taking a lot of things into account: player data, your feedback, and our own gameplay experiences. We’ve heard the conversation about, and felt for ourselves, shotgun dominance (Yes, we see you Matador 64), but we feel strongly that our goal shouldn’t be to nerf them into the ground. Instead, we’re looking at solutions that could bring shotguns into a better state of balance with the rest of the guns in the game. In doing this, we would still want Shotguns to be effective and fun to wield. We could quickly and easily break shotguns and call it a day, but it’s important to us that we explore positive changes that can make Destiny better for everyone.
Thanks for playing and being so passionate about Destiny. We all wish you the happiest holidays and look forward to you kicking our asses in SRL.[/quote]
The right time and place for a deployment of Sandbox changes is something we’ll investigate further in the new year. In the meantime, our playtest labs are home to a process we’re using to explore the current state of combat in Destiny.
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1 ReplyMy thoughts, (I play a lot of PVP): High Rate of Fire weapons: Keep the TTK the same (yes that includes clever Dragon etc) but these weapons should not create flinch or lower amounts of flinch then other weapons as they have low impact. Low rate of fire weapons: These weapons have the highest impact in each of their respected classes so they should cause the most amount of flinch. This would help with Nirwins etc meaning even though you have a long wait time between shoots you can still counter the opponents high rate of fire weapon with superior flinch. The fact that a bullet hose makes you flinch yet getting hit with a hand cannon bullet that does 86 dmg or a sniper that does 150 barely makes u flinch never made any sense to me.