I noticed during the first iron banner how minuscule the advantage is in crucible when enabled. To see any significant difference you have to be at least 30 light difference from a player, and in another month or so a majority of the active community will probably be 580+. When this is the case a 5-10% damage buff will mean very little when the meta consists of mostly shotguns, snipers, pulse, and hand cannons. For almost every popular weapon it will take the same amount of shots to kill (or bursts for pulse).
In another month or so as the majority of the active community is 580+ the current level advantage system will be almost useless. It will take the same amount of shots (or bursts) for all the most common weapons in crucible with only a 5-10% advantage within a 20 power difference. 140 HC still 3 tap, 450 Pulse still 3 burst, Shotgun & Sniper still 1 shot, etc. Only time you feel a difference is when you are drastically over-leveled. The balance should be leaning more in the opposite direction so that someone who is closer to you will feel more of a difference for every 1 light behind they are. When a game-mode like trials come back for example many players will be 600, and they should feel a difference over players who are only 590. This is the kind of curve i am talking about:
Light Difference: Advantage
[spoiler]01 : 5%
02 : 7%
03 : 10%
04 : 12%
05 : 15%
08 : 20%
14 : 25%
20 : 30%
30 : 36%
40 : 41%
50 : 45%
75 : 50%
150 : 55%
250 : 60%[/spoiler]
During Iron Banner, I also noticed that Players without forsaken were Basically a free kill feed. This meant if you were unlucky enough to get a 380 matched on your team, your chances of winning plummeted. There should be a handicap for players without the Forsaken Expansion for a [b][u]FLAT %[/u][/b] handicap for players at max light for whatever they own. This may seem a bit unfair to players who are sitting in the 520's or 530's who will be getting hit by the 600's much harder, but they will also have access to higher quality weapons and armor and still have the same % advantage on these players, and players with forsaken will eventually get higher and higher, while those without it will be locked at 380 which would normally mean a 60%+ Disadvantage. Not sure exactly where to put the handicap though to balance it. Probably around 30-40%.
This is more rewarding for higher level players and less punishing for those who are severely under-leveled. Those in the middle will be slightly negatively effected in contrast to the current system, but with a majority of the player-base ranging between 540 and 580 right now it won't be long before the current level advantages are completely unnoticeable.
EDIT: To clarify why this is so unbalanced long-term a player 5 underlight is at a 5% disadvantage, 20 underlight is 10%, 50 underlight is only 16%, but then 200 underlight is 50% (anyone without forsaken)
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2 RepliesRather than trying to tweak and fix the obviously broken and nonsensical system that serves no purpose other than to punish people for not engaging with the game enough and reduce the impact of player skill, how about we just... remove that system?
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1 ReplyLL-Adv. in Iron Banner is supposed to add a little "seasoning" to the flavor of crucible, not make it so LL600 destroy everyone else lol. According to your proposal, handcannons would be unrivaled because a 600 with a high impact could two shot anyone below 590.