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Destiny 2

Discuss all things Destiny 2.
Edited by Seiryoku: 12/21/2019 4:34:21 PM
0

We are making the same mistakes.

I appreciate the constant effort to appease the fans by the Bungie team. Destiny is thoroughly enjoyable. The responsibility of shaking things up to keep them interesting, while maintaining some balance, is a massive undertaking I imagine. With that said, I have found both the player base (myself included) as well as the devs making similar mistakes. I cannot take issue with a person having a favorite weapon type and rpm. There will always be a best in class. When the game started out we had double primary weapons and people relied on side arms and sub machine guns for their close engagements. Myself and a great deal of my friends despised this and I personally saw massive player falloff. The choice to reintroduce special weapons to the dismay of those unwilling to figure out how to use them properly, saved the game. Along with making some playlist 6v6 and 3v3 rather than all 4v4. Along the transition to the game and meta we have now, there was another Crucible meta that quickly became stagnant. When Graviton Lance and Vigilance Wing were the only go-to, it inspired very safe, boring play. I understand to a person that loves auto and pulse rifles why it appeals to them. It is imperative for long range weapons to be both present and effective. I get why the one particular Dev in one of the vidocs just before Season of Dawn expressed excitement to see a resurgence of scouts and pulses. The choice to shift the meta in this way might seem like a subtle effect that inspires people to use weapons that haven't been popular for some time. Perhaps it gives the people that only play the game in this way a chance to spread their wings, if you would. I see a great deal of passiveness being rewarded. Prior to the range nerf to handcannons, along with a fix to the recoil animation, it was believed they encroached upon the long range arsenal of the game. I cannot deny the power of three and four tap weapons. I personally love handcannons and think the ttk is in a nice place. That being said, many of the maps were originally designed for 4v4 and some feel cramped still. (Love rusted lands recreated by the way). So to the heart of the issue. The nerf to handcannons was ever so slightly too heavy handed. The buff to pulses to convince people to pick them up had the intended effect, but will reenforce the mindsets that caused people to want to avoid mid to close combat in the first place. They are not forced to learn movement or how to utilize cover. There are less and less razor thin close encounters and more people sitting in spawn staring at the entry points. You can't flinch them cause of range fall off. They are rewarded for mediocrity rather than bettering their technique. And if it's not a pulse or a Randy's and Jade rabbit, then it is a backup plan under pressure Erentil. How are you teaching the community to play with your choices on a meta? Everyone clammers to have their favorite thing buffed and other things "brought in line" and I'm glad it is not just dustrock/ Luna anymore, but I don't like my hand being forced.

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