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Edited by Oddish43: 2/25/2017 7:47:13 PM
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PvP Issues, Bungie's Solutions, and What SHOULD be done

The topic title explains it all. That there were problems in PvP, I acknowledge. That they needed to be addressed, I get that too. That Bungie came up with the most sensible solution... well... just read on, and then you can make up your own mind who has the right solution, a bunch of professional game techs, or a rank amateur like me. [b]The Issue: Accidental Nerfs to Sunbreaker, Striker, Defender, and Voidwalker[/b] Bungie's Response: They actually kept all the nerfs in place when they deployed the patch, and then decided to make many of them permanent. The Result: Several subclasses that didn't need to be weaker... are now weaker. Bottom Line: These nerfs were unintentional. There was no data suggesting that any of these four subclasses needed to be weaker, in or out of the Crucible. Given that you made them weaker accidentally, why keep the nerfs at all? Is this some sort of "we refuse to admit we screwed up so we're not fixing our mistakes" thing? I expect better of professionals. Recommended action: [b]Undo all unintended nerfs. [/b] [b]The Issue: Excessive Reliance on Special Weapons in the Crucible [/b]Bungie's Response: Triggering the loss of all special ammo upon death, but actually increasing the overall amount of special ammo available per match. The Result: Loss of special ammo makes a character substantially weaker. This generates a logical response: excluding sidearm-users, players who have lost special ammo now focus on getting more instead of accomplishing the objective. Those who have it are more likely to play ultra-conservative, to avoid losing it. Loss of special ammo increases player frustration, making the game less fun and increasing the likelihood of on-tilt play. And, since highly proficient players are less likely to die, they can still go on shotgun or sniper rampages. Indeed, with special chest spawn increased, it's easier than ever: the supply of special ammo dispensed per game has actually doubled! All you have to do to make use of it is stay alive. Bottom Line: Bungie has created a more primary-friendly meta, but one with too many exploitable loopholes, and that discriminates against mediocre players while allowing rampages to occur with expert ones. With SBMM reduced, and mismatches likelier to occur, that's the last thing they would want to do! Recommended action: [b]Implement a new special ammo configuration that reduces all special ammo across the board by about 40% compared to pre-patch meta, and imposes other limits[/b]. This will give players of all skill levels the opportunity to use special ammo, but make it problematic to rely on it. Since this solves several problems mentioned here, the recommended changes will be made available at the end of this post. [b]The Issue: Sidearms are becoming the new meta. [/b]Bungie's response (proposed): Nerf sidearm ammo replenishment so that they lose excess ammo on death, presumably resetting to the nominal minimum spawn value (18 rounds for Wormwood, for instance) upon return. Anticipated result: Faced with weaker sidearms, some players will abandon them in favor of previous specials. Also, the meta will become more primary-focused, since the only special that worked no longer does. However, exploiters will still focus on replenishing their specials with each death, and expert players will still be able to mount special weapon rampages. Bottom Line: Nerfing sidearms treats a symptom. We're hoping for a cure. Recommended action: [b]Change the meta so that special ammo is not lost, there's just less of it altogether[/b]. This should be applied to sidearms, but not necessarily as much as with other weapons. [b]The Issue: No Land Beyond is dominating, especially in Trials [/b]Bungie's response (proposed): Increase NLB's flinch to nerf it. Anticipated result: People will be more likely to use the intended primaries: autos, scouts, pulses, and handcannons. Bottom Line: NLB was probably not OP in most areas. It's used in Trials because Trials is all about sniping, and all other snipers were so savagely nerfed. A one-eyed man is limited in our world, but is nearly all-powerful in a world of the blind. Recommended action: [b]Change the meta so that special ammo is not lost, there's just less of it altogether[/b]. It's possible that NLB use will likely decrease when alternative snipers become more viable, and no nerf will be required. [b]The Issue: Skorri's artifact is being used by Trials players to recharge their Supers faster, slowing down the pace of the game.[/b] Bungie's response: Modify Skorri in all game modes. Anticipated result: As described, the nerf will perform as indicated in most game modes. Normal PvE will be lightly affected, Most PvP profoundly affected. It will also be inconvenient for some raid groups. Trials players will be forced to fight, and gain their Supers at the normal speed. Bottom Line: Not a bad solution, but a better one might exist. Recommended action: [b]In Elimination matches (including Trials), Skorri's artifact is totally nonfunctional.[/b] In all other game modes, it functions normally. This is a simple, surgical solution that addresses the problem and only the problem. [b]The Issue: Even though Truth wasn't getting used all that much, Bungie hit it with a 66.7% capacity nerf anyway[/b]. Unsurprisingly, the weapon is now regarded as crap. Bungie's response: Instead of knocking its magazine back to three or even two, Bungie's keeping it at one and doing some unrelated buffs on it. Anticipated result: Few people used it when its mag held three. The two-shot Gjallie got more play. With it holding only one, it'll either get sharded or stuck in vaults. Bottom Line: It wasn't broke, but Bungie fixed it. Now it's broke. Recommended action: Unless there was some place where Truth was being used and its three-shot magazine was absolutely wrecking stuff, this gun needed a buff, not a nerf. So at the very least, let's just admit we made a mistake and [b]restore its three-shot magazine. [/b] [b]RECOMMENDED SPECIAL AMMO RULES FOR PvP[/b] * The rationale is simple: [u]make the special weapon a reliable and ever-present tool for supplementing your primary weapon, but ensure that it's just that: a supplement[/u]. It should be equally available to any player, regardless of skill level, but extended killing sprees with it should be difficult. * Heavy/Mid-range shotguns and snipers: 5 rounds to start. 2 rounds per crate. Can carry 9 rounds, 10 with ammo-enhancing armor. * Light shotguns and snipers, all fusion rifles: 5 rounds to start. 3 rounds per crate. Can carry 9 rounds, 11 with ammo-enhancing armor. * Sidearms get the usual amount of ammo at start, and half that per crate they claim. If player has less than one crate's worth of ammo upon death, they respawn with that amount. * Lord of Wolves gets 30 rounds to start, 15 rounds per crate. Can carry 60 rounds, 70 with ammo-enhancing armor. * No special ammo is lost upon death. * Chests respawn at pre-patch rates: 3 minutes initially, every 2 minutes afterward. * No player can pick up more than FIVE special ammo bricks in a game. [i]This means a hard limit of 20 weapon discharges per match [/i](15 for high-impact weapons). This should be more than enough for it to serve as a situational tool, but not enough for a serious player to play with it like a primary. Feedback is welcome, but if you want me to take you seriously you'd better tell me why I'm wrong. Sorry, but I lack the necessary stupidity to be affected by flames.

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  • We traded being shotgun warriors to be squirt gun heroes. Un -blam!-ing believable

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    • Well I'm gonna just put this out there, wrong or not. If bungie didn't nerf every other subclasses health regen, do you realize how angry hunters would be? If they only nerfed shotguns do you know how angry shotgun users would be? Basically what I'm saying is, is that despite what bungie did, in the end it was the better decision because even more people would have been butthurt. And now I'm calling your response out right now "why did they nerf blade dancers health regen in the first place?" And I'm just going to say this: Blade dancer, as everyone knows, is one of the most difficult to deal with mobile supers in their intended range. Shotguns were the easiest and most effective counters to blade dancers. Remove shotgun ammo and you removed the biggest counter to it. So in its intended range how do you beat it then? The only solution was to change the health regen so it was actually kill able in its intended range. Just think about it, you know I'm not wrong, but then it leads to another question about why they nerfed special. So I answer that with, special ammo was too easily allowing people to dominate, so they reduced the ammo, great idea, executed wrong because Regen ammo and side arms are still a thing. Basically what I'm saying is, is that all the changes they made were absolutely 100% rational, just they were executed poorly. It's not too hard to realize this, but it sure as hell is hard for people to accept it.

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    • No more p2p network, probably would solve a number of lag issues and inconsistencies

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    • Edited by Black_Widow503: 2/27/2017 2:04:09 AM
      You know after reading your post I have a sneaking suspicion Bungie is purposely harming this game. Anyone with half a brain can see your changes make sense and Bungie over there acts like they couldn't think of these fixes themselves? Really? I mean we are talking about people that have college degrees and are supposed to specialize in gaming? And they act like we shouldn't look at their bad balance changes throughout these three years as strange? Making mistakes is one thing, but making mistakes over and over again is not normal. And where things aren't normal there is a whole lot of something we can't see and a whole lot of something that's hidden. Hidden on purpose. I can't keep believing Bungie is this stupid to keep doing this to their own game and keep doing it in an innocent or naive way. Something ain't right to me here; I can't put my finger on it yet. Only time will tell I guess and I'm a very patient person!

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      • Edited by blade329: 2/27/2017 7:53:36 PM
        [b]The Issue: [/b] Bungie seems to listen to what the Trials crowd wants above all else. [b]The Bottom Line: [/b]Weakened weapons, gear, classes and artifacts. Some gear rendered totally useless in PvP and PvE. (Clever Dragon, anyone?) [b]Recommended Action:[/b] Bungie needs to stop listening to the Trials players, who seem to think the entire Destiny world revolves around this part time play list. Things they demand often has a negative effect on players who never play that mode.

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        • 1
          [quote]The topic title explains it all. That there were problems in PvP, I acknowledge. That they needed to be addressed, I get that too. That Bungie came up with the most sensible solution... well... just read on, and then you can make up your own mind who has the right solution, a bunch of professional game techs, or a rank amateur like me. [b]The Issue: Accidental Nerfs to Sunbreaker, Striker, Defender, and Voidwalker[/b] Bungie's Response: They actually kept all the nerfs in place when they deployed the patch, and then decided to make many of them permanent. The Result: Several subclasses that didn't need to be weaker... are now weaker. Bottom Line: These nerfs were unintentional. There was no data suggesting that any of these four subclasses needed to be weaker, in or out of the Crucible. Given that you made them weaker accidentally, why keep the nerfs at all? Is this some sort of "we refuse to admit we screwed up so we're not fixing our mistakes" thing? I expect better of professionals. Recommended action: [b]Undo all unintended nerfs. [/b] [b]The Issue: Excessive Reliance on Special Weapons in the Crucible [/b]Bungie's Response: Triggering the loss of all special ammo upon death, but actually increasing the overall amount of special ammo available per match. The Result: Loss of special ammo makes a character substantially weaker. This generates a logical response: excluding sidearm-users, players who have lost special ammo now focus on getting more instead of accomplishing the objective. Those who have it are more likely to play ultra-conservative, to avoid losing it. Loss of special ammo increases player frustration, making the game less fun and increasing the likelihood of on-tilt play. And, since highly proficient players are less likely to die, they can still go on shotgun or sniper rampages. Indeed, with special chest spawn increased, it's easier than ever: the supply of special ammo dispensed per game has actually doubled! All you have to do to make use of it is stay alive. Bottom Line: Bungie has created a more primary-friendly meta, but one with too many exploitable loopholes, and that discriminates against mediocre players while allowing rampages to occur with expert ones. With SBMM reduced, and mismatches likelier to occur, that's the last thing they would want to do! Recommended action: [b]Implement a new special ammo configuration that reduces all special ammo across the board by about 40% compared to pre-patch meta, and imposes other limits[/b]. This will give players of all skill levels the opportunity to use special ammo, but make it problematic to rely on it. Since this solves several problems mentioned here, the recommended changes will be made available at the end of this post. [b]The Issue: Sidearms are becoming the new meta. [/b]Bungie's response (proposed): Nerf sidearm ammo replenishment so that they lose excess ammo on death, presumably resetting to the nominal minimum spawn value (18 rounds for Wormwood, for instance) upon return. Anticipated result: Faced with weaker sidearms, some players will abandon them in favor of previous specials. Also, the meta will become more primary-focused, since the only special that worked no longer does. However, exploiters will still focus on replenishing their specials with each death, and expert players will still be able to mount special weapon rampages. Bottom Line: Nerfing sidearms treats a symptom. We're hoping for a cure. Recommended action: [b]Change the meta so that special ammo is not lost, there's just less of it altogether[/b]. This should be applied to sidearms, but not necessarily as much as with other weapons. [b]The Issue: No Land Beyond is dominating, especially in Trials [/b]Bungie's response (proposed): Increase NLB's flinch to nerf it. Anticipated result: People will be more likely to use the intended primaries: autos, scouts, pulses, and handcannons. Bottom Line: NLB was probably not OP in most areas. It's used in Trials because Trials is all about sniping, and all other snipers were so savagely nerfed. A one-eyed man is limited in our world, but is nearly all-powerful in a world of the blind. Recommended action: [b]Change the meta so that special ammo is not lost, there's just less of it altogether[/b]. It's possible that NLB use will likely decrease when alternative snipers become more viable, and no nerf will be required. [b]The Issue: Skorri's artifact is being used by Trials players to recharge their Supers faster, slowing down the pace of the game.[/b] Bungie's response: Modify Skorri in all game modes. Anticipated result: As described, the nerf will perform as indicated in most game modes. Normal PvE will be lightly affected, Most PvP profoundly affected. It will also be inconvenient for some raid groups. Trials players will be forced to fight, and gain their Supers at the normal speed. Bottom Line: Not a bad solution, but a better one might exist. Recommended action: [b]In Elimination matches (including Trials), Skorri's artifact is totally nonfunctional.[/b] In all other game modes, it functions normally. This is a simple, surgical solution that addresses the problem and only the problem. [b]The Issue: Even though Truth wasn't getting used all that much, Bungie hit it with a 66.7% capacity nerf anyway[/b]. Unsurprisingly, the weapon is now regarded as crap. Bungie's response: Instead of knocking its magazine back to three or even two, Bungie's keeping it at one and doing some unrelated buffs on it. Anticipated result: Few people used it when its mag held three. The two-shot Gjallie got more play. With it holding only one, it'll either get sharded or stuck in vaults. Bottom Line: It wasn't broke, but Bungie fixed it. Now it's broke. Recommended action: Unless there was some place where Truth was being used and its three-shot magazine was absolutely wrecking stuff, this gun needed a buff, not a nerf. So at the very least, let's just admit we made a mistake and [b]restore its three-shot magazine. [/b] [b]RECOMMENDED SPECIAL AMMO RULES FOR PvP[/b] * The rationale is simple: [u]make the special weapon a reliable and ever-present tool for supplementing your primary weapon, but ensure that it's just that: a supplement[/u]. It should be equally available to any player, regardless of skill level, but extended killing sprees with it should be difficult. * Heavy/Mid-range shotguns and snipers: 5 rounds to start. 2 rounds per crate. Can carry 9 rounds, 10 with ammo-enhancing armor. * Light shotguns and snipers, all fusion rifles: 5 rounds to start. 3 rounds per crate. Can carry 9 rounds, 11 with ammo-enhancing armor. * Sidearms get the usual amount of ammo at start, and half that per crate they claim. If player has less than one crate's worth of ammo upon death, they respawn with that amount. * Lord of Wolves gets 30 rounds to start, 15 rounds per crate. Can carry 60 rounds, 70 with ammo-enhancing armor. * No special ammo is lost upon death. * Chests respawn at pre-patch rates: 3 minutes initially, every 2 minutes afterward. * No player can pick up more than FIVE special ammo bricks in a game. [i]This means a hard limit of 20 weapon discharges per match [/i](15 for high-impact weapons). This should be more than enough for it to serve as a situational tool, but not enough for a serious player to play with it like a primary. Feedback is welcome, but if you want me to take you seriously you'd better tell me why I'm wrong. Sorry, but I lack the necessary stupidity to be affected by flames.[/quote]

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          • I completely agree with all the points you have laid out, and hope that bungie seriously considers what you have said. As a scout/fusion rifler, I have completely lost the ability to use my fusion rifle in crucible matches. I have tried to use sidearms to compensate, but completly suck with them.

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          • Who cares this game is basically dead now. Move on. Wait till destiny 2

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            • Edited by zJDz: 2/27/2017 3:03:32 PM
              This is good. Another option would be to let everyone spawn in with full special. And no special spawns and switching specials loses all your ammo. So you could spawn in with 14 sniper shots but if you use them all in the first minute you have no more special for the rest of the game. Switching to a sidearm yields no ammo. The only problem would be icebreaker and invective.

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              • Uh truth is getting buffed to a 2 clip if you knew how to read

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                • Agree with everything. We've been slowly getting to this point and here we are. Everything has been nerfed so much that NLB/Sidearms are being nerfed when that loadout was never a problem.

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                • I have gotten a much higher KD than i normally did when everyone was running around with specials and me with primaries. I see way more primaries being used now. Still 50% is mida. But at least it isnt a matador.

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                  • Solution to pvp get rid of it except for iron banner problem solved

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                    • I dont agree that players play more conservatively to hold on to their special. If im playing skirmish and I know that opponents have died and have no special, then I press them trying to take advantage of that. I guess im in the minority not using a sidearm though.

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                    • Fully agreed.

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                    • Bladedancer hungering blade is actually a buff, especially in PvE. You are literally invincible.

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                      • Nerf sticky reduce sidearm ammo easy fix

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                        • Agreed

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                        • Crucible is fun now. Sidearms are a oh man he's to close option. Guys that try to run around with sidearms only are getting melted. Shotguns are still around just switch out at ammo crate. Should be an option to switch special to alt by holding up on D-pad for 2 sec, but whatever. I agree with armor nerf. If anything every class should have the option to buff up and sacrifice speed. This way you have a defense on sticky and two shot lucky round.

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                          • Edited by Thane: 2/26/2017 11:06:43 PM
                            Completely understand where you're coming from. You make a lot of obvious valid points, but don't you think its far too late/pointless to complain about anything now ?? Hell i never engaged in the nerf/buff shenanigans, not even once. Whats new really ?? Bungie -blam!-ed up AGAIN (the hundredth backlash is absolutely insane at this point). Try to enjoy what you're currently playing or move on. A much healthier approach, trust me.

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                            • The answer is simple. Kill this game and make bungie not make video games anymore.

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                              • Only things I had issues with: The adjustment for skorris that they did was probably the best overall option, since making it not work at all in trials would be the worst option for a PvP game mode. In that everything should have some level of usefulness. The special ammo capacity limit you mentioned should be for PvP only if implemented. Otherwise I believe it would hit PvE with a devastating blow on overall damage for Special weapons. Keep in mind that a lot of the encounters that bungie makes for PvE are very reliant on being able to dish out lots of damage in a short amount of time to survive and sometimes you can't find heavy ammo and with the loading screen to your inventory making you a sitting duck for 5 seconds, that capacity nerf would make PvE a lot harder than it is currently.

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                                • My biggest issue is hit detection and why people who lag have the biggest advantage . That crap is infuriating

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                                  • The problem: "play Destiny your way". The solution: "nerf it until you play your game Our way" 2 sentences, 1 point, 0 effect! Speaking of Effect, Andromeda in 2 weeks!

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                                    • They could, just make it where you start a game with the same amount of special as you do now. But lose all reserve ammo upon death, If you die with no ammo you spawn with no ammo. ( with sidearms always spawning with a full mag ) And in elimination, you could start a round with whatever you had in the mag, at the end of the last round.

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                                    • Tldr, what should be done is ppl should just play the game and stop crying

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