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Destiny 2

Discuss all things Destiny 2.
Edited by Redacted1612: 11/23/2017 3:35:16 AM
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Iron Banner/general PvP Improvements

After primarily playing PvP before Iron Banner to prep and during, i have noticed many unbalance issues and general bad choices on the development side. This is primarily a balancing post due to the competitive seen being so high. General PvP: Hunter smoke grenades showing on radar as an enemy. First the most ridiculous change i have seen since Destiny 1. These considering no other class has any similar way of applying the same mechanic and should be just stopped. Titans having very little lock on range for melee and also having the weakest effects on melee abilities need some sort of help in order to compete with faster Hunter melees and longer ranged Warlock melees. Blink is on a stupidly low cooldown with from what i have personally used no charge time like after changes in Destiny 1. I don't see how the developers decided to ignore how they balanced D1 and put D2 back. Some maps initial heavy ammo spawns are prioritized to one side. Some super ability lengths in time being unbalanced to one another. Warlocks having an instant full health heal on melee. (I don't play warlock much so don't know exactly what causes this). I have read up that it is only on kills but numerous times i will damage a warlock low and he will melee me (without killing me) and getting instant full health. Certain weapon nerfs. After playing around 200 games, i have seen Mida Multi Tool, Better Devils as the primary weapon used in almost every game. Reason being is that they are both over powered and people will use these so that they don't have a unfair fight (not blaming the players). But like Thorn in Destiny 1 in year one, it was used between 60-75% of players. Considering the same is going on in D2, from experience you clearly see something needs to change. Idea for fixes: Hunter smoke grenade no longer acts as player on radar. Titan melee has an increased range; or reworking melee abilities to have a larger effect on enemy players vision/status. Blinking twice in quick succession puts it on a timer before being able to use it again. Possibly 4-5 seconds. Move central heavy spawns to a more balanced place (taking into account the center doesn't necessarily mean both teams get there on equal times or even have a fair line of sight advantage). Getting rid of instant full life heals for a begin health regeneration perk. Decrease Mida Multi Tool accuracy and whatever is assisting getting headshots with. Better Devils having decreased accuracy at higher ranges and the damage falloff being stronger. (The damage lowering not the distance at which the damage starts to lower). Iron Banner changes: Comparing Iron Banner and Faction Rally's, the ways of getting tokens in highly unbalanced and tedious especially with it being in PvP (I love PvP but have many friends who don't but like the gear from it). Taking into account in Faction Rally completing a heroic public event with some events taking 2 minutes or less to complete and some taking 4 minutes or less, rewards you with 5 tokens. Not bad right, roughly taking you 15-20 minutes (including time between events and loading) to earn enough tokens to open a faction engram not including the extra tokens picked up on the way from public boss' and that other public event where you capture 4 areas. Now going into Iron Banner, an average game taking you roughly 6-7 minutes give or take 1 minute depending on how one sided or close the match is. You will earn either 2 or 5 tokens depending on it being a win or loss. Doesn't seem right to me. It takes about double the time from Faction Rally where you are guaranteed 5 tokens as it is to have a chance in Iron Banner depending on how you play, how good the enemy are and your allies are. Grinding these tokens are at a ridiculous time currently. If you were that unlucky to lose all your games, you would have to play 10 games to open one engram for Lord Saladin. That's around 1 hour of gameplay just to be most likely given something you don't want or get a duplicate. I feel like something needs to be changed to the token grinding system for Iron Banner very soon. Iron Banner Token Idea/Fix: I think that the the amount of tokens you earn from wins and loses is actually spot on. But that being the only way other than the daily challenges is just ridiculous. I think they should add a milestone in which you earn more tokens by completing each stage. For example Stage 1: Get 10 headshot kills. (Earns 5 Tokens) Stage 2: Get 10 Grenade or Melee ability kills. (Earns 5 Tokens) Stage 3: Get 5 Heavy kills. (Earns 5 Tokens) Stage 4: Get a 10 kill streak (Earns 10 Tokens). and so on... As you can see as well as the daily challenges you would be able to earn more tokens by still competing. But not too fast that you get to earn an engram after each match but not too slow that you feel like you wasted your time playing for 3 hours to open 5 engrams giving you 2 different Iron Banner weapons and the rest duplicates. Obviously this was just a quick and rough idea and if it was implemented would be different and hopefully a lot more stages to complete so that you feel like you are progressing something throughout the week. I feel like this change would benefit both small time players and dedicated fans by offering the small time players more tokens to earn the gear in the little time they have and the dedicated fans by giving them more to progress with whilst being able to earn more gear. Thank you for reading this rant. I know many of you may see things different to me but these are just ideas on what i think needs to be altered. I am a Titan main but still play Hunter a lot in PvP as i feel there mobility and area presence is just insane right now. Warlocks i just can't enjoy with the slow glide and easy to dodge supers. Also apologies for any grammar and spelling mistakes. Please leave comments on what you think about these topics and what you think should and shouldn't be changed and why you think that.

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  • Obviously a titan player and I dnt want to be the hater that is apart of the problem. With that being said the titan I do NOT see held at a disadvantage. 1st the grenades. I was JUST in a match as a HUNTER against a TEAM of TITANS and all they did was spam grenades, which btw are op as hell. The Hunter is the only class without a pulse grenade. The purpose for the Hunter grenade showing up on the map is a decoy so u can "trick" opponents. 2nd the supercharge. The WARLOCK is the ONLY class that has a arc sc that DOESN'T 1 shot. The Hunter has the staff and the titan has of course the havoc. 3rd the melee. The arc melee in a titan is ridiculously strong then the rush is a 1 shot?! Seriously bro? Normally u don't say a person is doing it wrong, but I have to make this an exception. Bc of the little "perks" to a titan I do a TREMENDOUSLY better job in PvP than the other classes. The Hunter is fast BUT 0 recovery Warlock is fast and can recover fast IF he doesn't die bc he has 0 resistance. Titan tho.....doesnt need to be fast bc he can and will kill, recover, kill. I don't need to be fast if I'm at least a decent shot with plenty of health for room for error. Plus I got 2 grenades to spam out to give me time to do whatever....oh and a 1 shot melee. Yea I have to be inclined to disagree with the titan comments.

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