There are a lot of threads out there already on the new changes, but I wanted to give a central location to point everyone to when they ask me where they can share their thoughts. Now that you have had a few days to play the new changes we want to hear what you experiences have been playing.
What do you like?
What do you hate?
What do you think is good but could be better?
What would you change?
English
#feedback
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3 RepliesSuper long, don't bitch about it. [b]The loves:[/b] -Hand cannon accuracy changes; this has been needed for so long, and it's finally fixed. I can run a Vanity now without feeling like I'm in hard mode. -Restructuring the top and bottom pulse types; while I'm not a fan of changing the fire rate on the Grasp archetype (I would rather have seen it require 3 bursts plus 1 bullet to kill) it tames the guns down a bit, and moves the high impact types back into the realm of reality -Pulse flinch change; flinch should always be based more on impact, not on rate of hits. -Juggernaut changes; this keeps the ability at it's same strength, but makes a trade-off. You can skate all the time, jug all the time, but not both, and that's good. -Thundersnipe changes; I know a lot of stormcallers say this is the only thing they had, but I've seen people run most of a game just using the melee. When you can do that, something's not right. -Throwing knives; all I can say is 'about time'. I can't count the number of bounties I've tried to complete with them. 10 minutes later, I remember that none of them count. -Unified sticky damage; again, they should all act the same. If you land it, they should die. I would like to see them magnetize a little less, but that's a separate issue. -Increased accuracy in air; I definitely appreciate that there's not a 100% chance you'll miss your shots with anything but a hand cannon now, saved my ass while soloing the nightfall last night. -Special ammo economy change; for the most part, I enjoy this, as it makes specials [i]special[/i]. There are a few issues with it, but that's another section. [b] The dislikes:[/b] -Life-stealing ability changes; I don't mind the actual changes, but the way in which they came about shows either an atrocious lack of good coding practices, bad process control, or that you wanted them in, but added them as a 'mistake' rather than face the backlash of the community from owning it. If you broke it, fix it. If you changed it, own up to it, and explain why. Your consumers (meaning your employers) deserve that courtesy. -The AR 'buff'; functionally, nothing changed. focus fire got a little better, but standard AR's are about the same as they were. I'm not sure how to change that without making them insanely strong, but it's still an issue in some cases. -The special ammo economy changes; the changes are good in general, but some of the fine points got missed. Losing all ammo on death is a bit much. I would prefer to see ammo reduced to a full magazine or by 50%, whichever is larger. That way, you aren't totally out, but you don't get to hoard it. If you die with only a full mag, you lose half of it. Allowing sidearms to keep all their ammo is a mistake as well; they need to reduce to the standard spawn-in ammo level of one mag, plus one in reserve. As much as I hate to say this, because exotics are already weak, the ammo regen on Invective and Icebreaker needs to be suspended in Crucible, to avoid giving an incentive to camp. I know people will hate that, but it is probably necessary in the longrun. -NLB; no changes to the NLB. You made an effort to curtail specials, but left the NLB alone. It's a very potent exotic, and it will become the gun of choice for a large number of people in Trials. As much as I respect the skill of players that opt to use it, it defies the architecture you just tried to implement, and it might need some alteration. The trick is, I don't know what might need to be done to it, but it should probably be watched. -Shinobu changes; I don't think that making a change was bad, and this is coming from a hunter main. I think that the appropriate change would have been to slightly increase their speed (5%), but put them on a 5 second timer; time expires, they fall to the ground. This provides a motivation to use them, and a method to avoid them, which is the primary issue right now. The extra tracker isn't really a huge plus or minus, not sure why you went for that; it's a non-lethal grenade even with the 5 trackers. -Blink; seriously, what in the name of all things cold and shiny was the matter with blink? The speed of it got taken away a long time ago, so it's not an assault tactic now. The frequency of use got reduced severely, leaving people grounded too often. The recovery penalty was already too much after that, and was basically only put in place to make Astrocyte more appealing. Now removing the HUD...who in the studio hates this ability that much? Seriously, the auditory cue alone makes it less valuable, because I can hear you blinking at me from half the map away. Better control and bones is a far superior movement tactic, both for mobility and for shooting from the air. I think you need to figure out why there is such a grudge against this ability, and eliminate that. Then revert the latest change and consider making the recovery penalty only effective for a few seconds after a blink is used. -Truth; don't even try to bs on this on, this was a nerf-by-numbers. It had a high kill feed, in Trials especially, and you decided to kneecap it. In the first place, the reduction to 1 in the mag was simply vindictive; 2 would have been enough to bring it down, but keep it viable. But the bigger issue is that people are using high blast rocket launchers with tripod and tracking...because they are really good. I have a Choleric Dragon with both perks, and I honestly can't say that I've ever noticed any difference between it and Truth. I know the tracking isn't as aggressive, it's not quite as polished, but it functionally does almost the exact same thing as a legendary. The only reason I use Truth is for the element and the gold finish. Consider boosting the mag size to 2. -Landfall; I would have made a different change. If landfall gets a kill, you take some super energy off of the bar (but the same amount, no matter how many kills it gets!). If not, the duration of the super remains unchanged. -Ionic Blink; needs to cost more, or incur some penalty, like the recovery penalty to regular blink. As it stands, it's far too useful for the cost. Care would need to be taken not to make the super worse, but make the blink a tradeoff rather than a minimal cost. I might be way off base on this one, but it is a small concern. -Hand cannon damage fall-off; I'm really split on this one. I agree that damage fall-off is needed on accurate hand cannons, or they become scouts. But I don't know if I agree that moving the distance closer was truly needed. I believe that simply moving the minimum damage to 33% might have been enough. Without having a test bed for this, I can't draw any conclusions, but it seems a tiny bit too severe to me. This might just require an adjustment period, as well. -Range / accuracy on low-range hand cannons; for the most part, this isn't a huge issue, but I do notice that having a high range score still allows for much more accuracy at a distance than a low range score. in and of itself, this isn't an issue, but it leads into the next problem, which is... -Exotic hand cannon ranges; this has been jacked up for quite a while now. On normal hand cannons, you get the opportunity to roll for a better set of perks. On exotics, you are stuck with what there is, and the perks don't always mesh with the current system. I would propose changing the range perk on Thorn, Hawkmoon, Ace of Spades, and changing Lightweight to Rifled barrel on the First Curse. Leave everything else as it is, but this would put these guns in a solidly competitive position, without increasing their power overtly (and let me repeat, don't change anything else; leave the stability, mag size, impact, base range alone; changing anything else would make a bigger mess than there already is) -Exotic weapons in general; oh my, I have to assume you basically just hate these guns at this point. Most of them are pointless, in PvE and PvP. Let's look at a few. Hard Light: for the love of God, change that recoil direction stat to something that isn't completely random. This gun has near-max stability, but feels like holding a jack hammer. Boolean Gemini: combine One Way and Or Another into a single perk; remove the front post from the sights to make aiming less cluttered and annoying (love this gun) Red Death: Add an RPM selection to allow it to be in either the highest or second highest impact class, remove the front post from the sight to make aiming less cluttered and annoying. NTTE: Remove the muzzle flare effect to make aiming easier, reduce the height of the side plates to increase visibility, add a node to allow users to select a simpler red-dot type sight; this gun is outstanding, but the design of it makes using it harder. Touch of Malice: allow the Touch of Malice perk to be turned off; this would allow PvP useage without the constant risk of suicide, but with no benefits. Class-specific weapons: remove the class limitation, possibly through questing. There's more, but these came to mind immediately. -Useless perks; guerrilla fighter, take a knee, exhumed, second wind, all basically never select, never useful. Who's Next? Who cares, it's pointless on a scout with 15+ rounds; you'll almost never run dry before reloading. Secret Round? no ne understands it fully, and most people consider it a detriment to have; the previous function (reducing burst cost) was much better and clearer. As they stand, these perks simply serve to increase grind time by providing trash options in place of so-so or decent ones. Either rework them based on community interaction and feedback, or remove them from the game. We -all- hate them. Every single one of us.