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
-
Edited by Univerism: 2/17/2017 10:49:03 PMFeedback coming from an experienced crucible player What do you like? [b]Primary Gun Play [/b] - It's refreshing to not be chased down by jugshield titans anymore and actually enjoy the "dance" of the primary gun fight. The increase to in air accuracy across the board has helped cement in the use of other weapons that wouldn't have seen the light of day in higher skilled gunplay. Everything feels somewhat viable to use so far, without the fear of turning a corner and getting shotgunned. [b]Special Ammo Changes[/b] - This issue is a double edged topic as I love knowing at the beginning of the match, the more guardians I take down, the less special I have to worry about for that first minute. I also don't care if I lose my special (albeit, there have been times I've pulled my sniper out to find no ammo) it hasn't really affected my playstyle. Over the last few months, I've switched to playing primary weapons for 80% encounters. [b]The other neat thing about this change is I can now switch specials multiple times in a match and not have to worry about not getting ammo.[/b] After scoping out a team, I may switch my special upon death to counter their playstyle. [b]Shinobu's Vow Changes[/b] - As a bladedancer, even I felt dirty being able to get one handcannon shot off and finishing them with a grenade that follows from one end of a map to another. I'm glade it was changed, it was in the best interest of the community as a whole. What do you hate? [b]Health Regen Across the Board[/b] - This includes the changes to bladedancer. Hate is such a strong word for it, currently. If the patch had been implemented like it was originally intended I would probably hate it, however with everyone's health regen on the same level it brings a much better and balanced approach to encounters. For instance, if I get a successful super off (I main blade) and can quickly move through enemies, I don't worry about the regen because I get that 40 HP back instantly. However, when a mistake is made on my part (push in wrong, late, or from to far away) I get punished for that. Another thing about the health regen on Bladedancer is, we are the ONLY subclass that have to be within melee range to damage an opponent with our super. That leads to much easier ways of dying. However, a Sunbreaker gets to throw hammers and has Cauterize, but if I sneak up on him with my blade and get one hit off he lives, as with bladedancer it takes 2 hits to take any super out and we only require 1 hit to kill us. [b]Changes to Quickdraw[/b] - Both on the Bladedancer and Ophidian Aspects. It was absolutely uncalled for. Just because it's a more commonly used perk doesn't mean it needs to be changed. I've met a good amount of fellow bladedancers that weren't using it because it didn't have any application in the way they play. [b]Changes to Blink[/b] - Again, it seems like bladedancers and warlocks are getting the short end of the stick here. Another unnecessary change that wasn't really even a meta. There's already so many negative perks to using blink (can't reload while blink, can't blink more than twice in a timeframe) but to add radar removal upon use... come on now. Blink is a great way to avoid being rushed or get an upperhand in CQC. What would you change? [b]Health Regen[/b] - If bladedancers, the already most nerfed subclass loses the original effect, as should the rest of the subclasses. You want a balanced game, right? [b]Fix the perks on the weapons and leave it at that.[/b] [b]Artifacts[/b] - We all know what needs to happen here. Skorris is the bane of trials. Reduce it's effectiveness in the crucible, require a kill to activate it for 30 seconds, or something. [b]Edit: One thing with the loss of special ammo, why not make special ammo load directly into the clip when you grab it, like heavy does. That saves the time atleast of reloading.[/b] Overall, this has been a wonderful patch. If no changes were made to the current patch I wouldn't lose a bit of sleep. The nerfs and buffs added during this patch has made the crucible fun and different again.