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originally posted in: Crucible Labs Feedback
8/2/2018 5:02:04 AM
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Here's the best feedback you'll ever get. [i][b][u]SEPERATE PVP AND PVE PERMANENTLY![/u][/b][/i]
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  • How are they not separated? I mean besides that new mode coming out on th2 dlcs gambit I dont see how pvp and pve arent separate whether we talk about weapons or subclasses armor all of it performs totally different in pve then pvp theres a few that perform the same of course I'm trying to see your point but I dont get it lol

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  • Whatever changes affect our gear it happens to both sides rather than one or the other; this is often negative since (bad) PvP players are often nerf mongers. If Graviton and/or Vigilance Wing got nerfed for example, PvE would also get nerfed versions of the two even though Graviton works perfectly fine and Vigilance Wing actually underpreforms barring Nightfalls. This was a very prominent problem in D1 and D2 is repeating it.

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  • See, I don’t really understand why people think this. Pve and pvp are very much separated in many ways. The damage numbers are completely different, and bungie has adjusted damage numbers for JUST pvp and JUST pve many times, even in d1. You remember the most recent buff to sidearms in pve? That was a pve only adjustment. Remember the shotgun damage buff in d1 to pve enemies? That was a pve only adjustment. Not to mention, the damage numbers in pve are vastly different than the damage numbers in pvp. They are completely separate. The only thing pve and pvp share are the weapons and armor we bring in. Bungie can easily tweak damage numbers for either independently, and they’ve had that ability the entire time. But the real issue you’re seeing is time to kill, and it has nothing to do with pve. It has everything to do with the number of archetypes in the game and the weapon rate of fire. You see, if you’re wanting to make the average time to kill a .83 second time to kill across the board, you’re going to have some trouble with lower rate of fire weapons which will lead to weapon balance issues. For instance: hand cannons fire so slow, it’s almost impossible to balance them for a .83 time to kill because some hand cannons can barely get 2 shots off within .83 seconds. So you’re left with the decision to either allow those lower rate of fire hand cannons to 2-tap and have something like a .7 time to kill and be SUPER OP, or make them a 3-tap at somewhere around a 1.07 optimal time to kill. Same with lower rof pulse rifles. The spare change pulse rifle in d1 was impossible to balance. When they adjusted it to be a 2 burst ttk, it was almost unbearable. But when it was changed to a 3 burst, it couldn’t even compete because it was somewhere around a 1.2 ttk. So when all of you guys complain about lowering ttk, it makes it almost impossible to balance weapons without literally removing certain archetypes from the game, or adjusting rate of fire on certain guns. If a gun takes more than 1 second to get 3 shots off, you can’t balance it for a lower time to kill. It’ll either be overpowered or useless. It has nothing to do with pve and pvp being balanced together.

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