You want to take all these nerfs and implement them into PvP? Go for it. God knows everyone hates heavy spawning every some odd minutes and super chaining to ruin a good time. But PvE on the other hand -blam!- -blam!- -blam!- oh boy don’t even. There’s a constant power fantasy being chased. I can guarantee you mess with that, you’re going to have A LOT of weird side effects and upset people. Nerf to heavy? Guarantee Izangi/Borealis/Jötunn/Lord of W./Trench Barrel SG./etc will take the place and be more important than heavies.
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Why nerf super gain? If I see a mini boss or heavy elite enemy that deserves a good god smack from my super, I shouldn’t have to worry about having that super again for the final boss. Is a super a crutch? Heck no, it’s another option to deal damage/keep alive. Is a super needed in endgame PvE things such as raids? Well yeah because Bungie likes to make enemies with Final Fantasy range health bars and make us glass cannons (without the cannon most times). Bosses shouldn’t insta-kill players (looking at you ogres) by just looking in our general direction if we have almost no way (except supers) to defend ourselves/self heal/revive/tank the damage from said boss. Make our super (plan B if you will) unavailable throughout a hellish fight and you’re left with a team that feels under leveled and under powered.
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Finally, the Light Level (who calls it Power Level? Really? I don’t see a scouter anywhere) system is absolutely disturbing. See that LL (Light Level) 10 Dreg? He’s still going to kill your 1000 LL bum as fast as he did 990 LL’s ago. No, that’s not how an mmorpg works. You can scale enemies sure or buff up an area if a player gets hella strong so they GIVE more experience instead of Pokémon Lv. 1 experience of 2 points (which this game gives anyways so heck). Meanwhile vise versa you’re LL 10 and the enemy is LL 1000 and he just clapped 1 mile away and killed you from the butterfly effect. Dark Souls you go Lv. 1 throughout it even if you are weak, you still deal damage. Kingdom Hearts can be beaten on Lv. 1 because you STILL DEAL DAMAGE. Plus those games give plenty of items and options to help. This game? Here’s a gun, 2 abilities, and super. Go get em champ.
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FYI, the changes to heavy ammo are most likely going to be centered around pvp. Separate adjustments to the heavy crates in pvp (the things that spawn on the wall) are what Bungie was talking about in the [b]PVP Section[/b] of part 3 of the posts. The super regen was specifically tuned, if you actually read the post, to reduce the amount of super energy recieved from orbs of light as well as super mods only stacking once and a slight reduction in super energy from killing ads. This is to both reduce the ability to simply steamroll teams in pvp as well as reduce a team’s ability to stand in one spot and simply spam supers. I can get my super 10 times per Strike in PvE and have it available for every encounter if I use my current set. Super isn’t your bread and butter for DPS. Heavy weapons deal more damage. Their main use if for killing enemies quickly, killing lots of enemies or providing more staying power. A reduction to this means you have to be more choosy about the encounters you use it in and increases the value of supers that can generate more orbs. (Shadowshot, 3 Shot Marksman golden gun, Ward of Dawn, Stormtrance, and Nova Warp.)