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10/8/2022 4:33:57 PM
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We are nerfing Divinity so that you can use other weapons we nerfed in the past

Bungie, please understand that your logic is flawed.
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  • Edited by King Leaps: 10/8/2022 8:42:20 PM
    Hot take: This changes nothing. Most players who have it will probably still use it and do perfectly fine with it. I was against it right up until reading the notes, and even though it’s a big change, is it really? The big thing is it’s not as good to use on champions now, which sucks, but it’s still gonna be a good option for them. For endgame stuff, it’s still going to be a top tier option. I mean, why would you use Tether over Divinity when fighting Taniks, when shooting the bubble under his fat robot cheeks is way better. Probably still gonna use it to clap daughters since there’s a lot of flinch during the dps phase of that encounter. It’s still going to do wonders in Gm’s because it’s an easy, on demand debuff for your team, that intrinsically has overload, and is especially useful this season with arc burn being present in all but one GM. Obviously Void Tether is finally more useful in certain encounters, but Whisper of the Worm is also finally a good option, since it’s catalyst doesn’t work with Divinity. It’s lowkey one of the best heavy weapons in the game, but no one really uses it since Divinity is/was more useful. Obviously there’s encounters you’ll never use it in, but encounters like Oryx for example lend themselves really well to whisper. Maybe other heavy weapons like rockets or grenade launchers might be more useful since the dps difference is close idk, I haven’t looked at numbers for those archetypes in months. I’ve seen people bring up the fact that if Bungie designed encounters with Divinity in mind, why nerf it, like that point is a good point, but it’s not. Building around an outlier is not healthy for game development. That’s like building the PvP in this game around the sweats, and lemme tell you, they definitely ain’t doing that right now, otherwise you would need a whole group to even start a que for Trials, Rift would be a permanent mode, and we’d have more PvP maps (heavy copium for more maps). Overall, it’s really just a whatever, nothing burger change to me, but I like commenting on stuff, so there’s my opinion. The real thing that should be controversial is why haven’t certain bugs been fixed before the nerf? Why am I still dying in Duality for doing the bell mechanic correctly, a bug that’s been persistent for almost 2 whole seasons now? Why has the new Titan exotic been guttered before players had a chance to actually use it? Hasn’t Dawn Chorus also been bugged since last season? Why can’t I pick it from my collections yet? It’s been months since I’ve seen it dropped, so I’m all but convinced they accidentally deleted it. [b]I love that you’re working on new stuff Bungie, but I have old problems that need fixing.[/b]

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  • [quote]Bungie, please understand that your logic is flawed.[/quote] With Paraphrasing Bungie: "we don't believe divinity in its current form is actually a balance problem" Also Bungie: "it has an extremely long uptime, is dominant in endgame content and sucks the air out of the room for other weaken options" Also also Bungie: "so we are nerfing it" The course of action does not match the declared stance and this seems to be a consistent problem over the life of the IP. - Players play game - Bungie presents new options for play - Players use options available - Bungie nerfs option due to perceived "dominance of option" - Players adapt, finding the next best option - Players play game - Bungie nerfs option due to perceived "dominance of option" - Players adapt, finding the next best option - Bungie introduces item presenting new options for play - Players use options available - Bungie nerfs option due to perceived "dominance of option" - Players adapt, finding the next best option - Players play game - Bungie nerfs option due to perceived "dominance of option" - Players adapt, finding the next best option - Bungie introduces item presenting new options for play - Players use options available And so on and so forth. This is a path that "works" as it addresses the symptom but not the problem and the problem is methodology of eco-system management. Using the example of Divinity being "dominant" because it removes the opportunity for other options, it's a shame Bungie didn't consider doing something with those options [using the examples listed in the TWAB]: Tether If a target is directly HIT by the tether - Increase its Radius (a metre or two); OR - The tether is attached to the initial target hit and MOVES with them, tethering enemies who enter proximity; OR - Initial duration is modified by number of enemies tethered and killed (add .5 to 1 second for each enemy tethered and another .5 to 1 second for each enemy killed) Tie any of the above to Hunter exotics that line up with the theme of the NightStalker like - Moebius Quiver - Assassin's Cowl - Foe Tracer - KnuckleHead Radar - Oath Keeper This would change how Hunters play their tethers making them think more about placement (strategic board control vs optimized assassination) Tractor Cannon options - Increase the total duration of the Scientific Method to 10s; - Modify the duration of the Scientific Method based on proximity to the target (the closer you are, the longer it lasts); - During Scientific Method, increase the damage of Void POWER Weapons above the flat bonus received; - During Scientific Method, increase the refresh rate of Void Abilities Any of the above would help to address the "dominance" of Divinity but even then, options relating to Divinity itself could be considered: - Change Judgement so Precision hit is what procs the larger Crit Bubble for allies and sustained Fire (constant, not feathered) is what maintains the Crit bubble OR - User lands precision hit to the enemy, sustained fire grows the bubble BUT as the bubble is being sustained at max size, Divinity consumes super energy, then abilities to weaken the enemy This forces precision attack, sustained constant fire (not feathering...) ripping through ammo, and loss of super usage to assist the team. Note Bungie how none of these options require a nerf of effect but a commitment to play. So instead of nerfing everything down to achieve some weird sort of equilibrium, promote effective play by having players engage in deliberate choices. Utility isn't the problem here. Game Dev Ideology is

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    • It’s not a flaw, it’s by design. The fact that Bungie is working around Divinity and based their encounter design around it shows that they have no plans of changing it for years now. Divinity is a reward you can get from the paid portion of the game. So they are selling the gun and it’s designed power. This is all about making money. Powercreep is not a flaw, it’s part of the design of making profit. It’s like bait. You entice gamers about the power of a paid loot, then sell it for years. This has been going on for years. It’s all planned to make profit. If the gun is so broken, they could have nerfed it a long time ago just as easily as they are doing now instead of designing encounters around it for years now. Better yet, if they know it’s that broken, then don’t put it in the game. But no, they have to put it in the game, then work around it, because they are selling it. It’s about money, not fun. That’s what games for service are designed for. It’s not about your fun, it’s about making money in succession for a prolonged period of time. Gamers should wake up to this fact if you want to understand why this is happening for years now in this game. It’s like pandering to gamer’s addiction towards the most efficient loot. They sell it and then gamers chase it so they can use it. They designed it this way for one purpose only, make profit. They make the loot, sell it, then destroy it when the time comes. Rinse and repeat. They are literally destroying their own creation. Gamers will find another thing that the community will soon trivialize again. The process repeats itself over again. The only thing that’s constant is the money that goes with this king of pandering. That’s what it’s all about with these types of game for service games. If you like this kind of game design, then drown yourselves in it because it’s been like that. I call it broken and empty game design. Stagnation. You’re not really going anywhere because they themselves destroy their own creations. Because the real objective is money. When you let greed rule your design, this is what you get. Empty and broken game. That’s why I stopped playing years ago when Activision left. Empty and broken. Haha!🤣

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