Most of my complaints revolve around Crucible, specifically competitive. This is not exhaustive by any means, but here we go.
1. Reduce heavy ammo frequency in competitive. It removes elements of skill-based gameplay. It's really not fun to be engaged in a gun battle that you're likely to win then get hit with a rocket. While I'd be fine with seeing no heavy ammo in competitive, I think far, far less frequency would be beneficial to the overall experience.
2. Spawning. This has been an issue since day 1, and I'm really disappointed to see it still here. Little in PvP makes me angrier than spawning into a super, a rocket/grenade, or sword swing. Is the only solution here to redesign all of the maps to have spawn rooms? I don't know.
3. Do something about Titans and shoulder charge. While I vehemently oppose the decision to make it a one-hit kill again, I'm more so opposed to Titans getting a damage resistance buff while in the animation. Anecdotal evidence, yes, but I've shot three Titans with a SHOTGUN (within their melee range and I have a good range stat on my shotgun) and they survived only to bash me and kill me. I realize that Hunters are exceptionally under-powered since we don't have any one-hit kill options (which even Voidlocks have now), but come on. This isn't a fun experience. And while some might just say, "Play a Titan," my Redrix and Luna quest progress are on my Hunter and since those don't transfer between characters....
4. Super armor. This one really bothers me. Roaming supers shouldn't be [i]so[/i] damage-resistant. A hammer Titan shouldn't be able to survive a shotgun shot and a grenade from Play of the Game, only to kill both combatants and keep going. Also, what's with the new Voidlock super lasting so long even when warping constantly? I've heard even Voidlocks say that super is quite overpowered for PvP.
5. Arcstaff reflection. This one is weird, but I've noticed that reflecting stuff while in the new Arcstaff super isn't consistent. For example, I reflected a hammer back at a Titan. It killed him, but the explosion still registered on me and I died (which, come on, dying to the hammer explosion while at full health in my super? Why do Hunters have such low super armor?). I had this happen to me twice in different matches on different maps. Not sure what the solution here could be, unless the Arcstaff reflects/blocks all incoming damage?
6. Penalties if a teammate leaves. This one is kind of ridiculous, but anyway. I've noticed that a lot of people still bail on competitive matches. While that alone is frustrating, what's more so is that those of us who stick around to see it through almost always lose, so we get penalized. My suggestion is to put a system in place that, if a teammate leaves but you finish the match regardless of the outcome, there is no loss penalty at the end. It doesn't count toward the loss streak, no points retracted. This could go a long way to improving the already poor experience of having a teammate quit.
7. What's up with Ursa Furiosa? Come on, how did that get through PvP play testing?
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