Bungie, please understand that your logic is flawed.
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#destiny2
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5 Replies[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