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11/18/2016 4:45:55 AM
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Potential Crucible Changes

Agree with majority of content

325

Disagree with majority of content

72

Hi all, recently made a video discussing potential changes that I would like to see in the Crucible. A bit of my stances are a bit shaky, so I'm definitely open/excited to hear about better alternatives. I included time stamps in the description as the video is a ted lengthy. P.S. pls don't rip me apart ;c
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  • I dont mean any offence, but I do disagree with alot of the changes. In my opinion: Hand Cannons need to return to how they were in Year 1. A little more base range and for bloom to be removed. They could lower the magazine sizes a tiny bit, so players dont just spam shots. Hand Cannons that fall into the Revelator archetype will have larger magazines. High Impact Pulses like Parthian Shot/The Messenger and Medium Impact like Nirwin's Mercy/Red Death should have their old damage values. Medium Impact Pulses should still only three burst, but deal higher damage within their bursts. High Impact Pulses should be able to two burst, but have their rate of fire pulled back to compensate. This rewards accurate players. All Auto Rifles just need a longer range. Im still so confused how Bungie can say they dont want to give Autos range because they would dominate, yet Blind Perdition/Hawksaw style Pulse Rifles deal the same damage as High Impact Autos, have higher range, and shoot faster. I personally think Shotguns are fine. Lower Impact shotguns should hold much more ammo. When it comes to Snipers. I would be happy if they gave them back their old zoom values and undid the Snapshot nerf. However, I believe that Snipers should have very minor sway after scoping in for 4-5 seconds straight. Players should not be able to sit down and stare down a sightline all match, this weeks Trials on Rusted Lands proves just how easy it can be to do this. Fusions and Sidearms are fine in my opinion. If anything, perhaps make it so Fusion Rifles aren't so dependant on Stability. I think Sunsinger needs massive fixes, the class is extremely underwhelming to play compared to other Warlock subclasses and is poor in comparison to other support classes in PvP. Gunslingers only need their Throwing Knife damage back. Tripmines are still a very popular choice for Gunslingers and still very usable. Skip Grenades need some kind of change. Right now they deal more damage than Axion Bolts, chase targets faster, and are much easier to use. Shoulder Charge needs to have its nerf reverted. I dont know what players expected would happen if they got Shoulder Charge nerfed, of course players would simply use Jugg.

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  • Someone is a warlock main..

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    • Editado por mac: 11/18/2016 12:09:14 PM
      2
      I'll rip you apart. (: PS: i hate how almost everyone of my fav youtubers stopped sniping, including you.

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      • Editado por Urks: 11/20/2016 2:14:56 AM
        For anyone who's too lazy to watch the video, here's a basic rundown of what he said: Hunter in general: Reduced melee range, Bones of Eao may not be used in conjunction with control jump. Bladedancer: Skip Grenades toned down. Reduced Blink Strike range. Arc Blade has reduced armor. Gunslinger: Tripmines nerfed some more. Take the Incendiary Blade perk out and replace it with something else. Reduced hitbox for Golden Gun shots. Nightstalker: Remove shadestep from the game. Take away how smokes give you limited eyesight. After throwing smoke, you can't throw a nade for 3 seconds. Warlocks: Get an evade Exotic like Twilight Garrison. Increased melee range by 1.25% Sunsinger:Increased magnetism on Fusion Grenades (this applies to Sunbreaker, too). Buff flame shield to it's y1 state. Buff Firebolts/Viking Funeral to it's y1 state. (Leave Arc Bolts how they are). Voidwalker: Nova Bomb has increased blast radius. Make Axion Bolts track like they did in y1. Buff Nothing Manacles to their y1 state. Stormcaller: Super last longer with more armor armor. Buff Arc Bolts to their y1 state (leave Bladedancer's Arc bolts alone though). Pulse Wave lasts for twice as long. Able to reach 100% recovery. Titans: Nerf control jump. "It's ridiculous that the tank class is also the fastest class". Remove Twilight Garrison from the game. Sunbreaker: Reduced Hammer blast radius. Also reduced duration. Fusion nades have reduced magnetism. Striker: Lightning nades have 1/2 the radius and distance. Storm Fist deals 120 damage to be on par with other melees damage wise. Shoulder Charge should not 1 shot any targets but leave them with very low health "it's ridiculous that if a Titan is running at me and I miss my shotgun shell, I'm dead no matter what". Juggernaut is removed from the game "it's a broken ability". Defender: "I saved this one for last Becaus it's the most broken subclass to ever be introduced to Destiny". Magnetic Grenades have less magnetism. Spike Grenades have reduced radius and distance (this applies to Nightstalker too). Suppressor nades last 1/3 as long. Weapons of Light is toned down so you can't 1-hit body shot someone with a sniper while WoL is active. Force Barrier's over shield is way too strong, cut it down by 50%. No Backup Plans removed from the game. Blessing of Light lasts 1/2 as long after leaving the bubble. In my opinion that's a little biased. Weapons: Hand Cannons: Remove bloom, give them no range dropoff. Buff their damage to y1 state, Thorn should be like it was in y1 as well. Last Word too. Auto Rifles: Hard Light needs range dropoff, every gun should have range dropoff. Auto Rifles give out reduced flinch. Scout Rifles: Less dominant at range. Give them more range dropoff. Reduced hitbox for Scouts. Mida especially. Pulse Rifles: Should have 0 range dropoff, "it's bad enough that you have to control the recoil as much as you do at range". High Caliber rounds on Pulses doesn't cause enough flinch. Sidearms: Reduced magazine size by 1/2. High Caliber rounds removed from Sidearms. Fusion Rifles: Increased bolt spread. Saladin's Vigil needs an impact balance. Accelerated Coils reduces the impact by more. Reduced range stat for all Fusion Rifles. Sniper Rifles: Increased flinch "I'm tired of gunning down someone with my Clever Dragon only to get headshotted by him with a sniper rifle". Reduced damage on Event Horizon archetype, no sniper should OHK a super. Overall decrease in stability on snipers. Overall 50% decrease on body shot damage. Overall decrease in sniper rifle handling speed, they zoom in too quick. Shotguns: Remove the handling nerf. Bring back Shot Package. Buff Hammer Forged and bring that back as well. Overall increase in damage, "If you get close enough to a Bladedancer without being killed, you shouldn't have to worry about meleeing after you shotgun him". Bring back Luck in the Chamber on shotties. Buff the magazine size by 1 on all shotties. High impact shotguns (Feleinters Lie, Matador, etc.) have increased RoF. Heavy Machine Guns: Decreased ammo by 50%. [b][i][u]SBMM[/u][/i][/b]: He said that SBMM should stay in the game, as it prevents good players ruining everyone else's experience. That's pretty much all he covered, a little more but nothing else super important. I disagree with a lot of it but that's just my opinion.

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        • Nothing will change! Everything is working as intended according to Bungie.

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        • Thank you for posting this here SirD, but I think you are more likely to get a response from Bungie if you put it in Feedback.

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          • Sup! Always watch your videos! Anyways while I don't agree with everything you said.....my thing would be to change the -blam!-ing ghost bullets/bloom on handcanons. I love my handcanons but those damn rng bullets piss me off

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          • Too lazy to watch, can anyone fill me in?

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            • For all intents and purposes, Destiny is done. I would assume that Bungie is 90% done with D2 and will be testing, debugging and tweaking D2 over the next year. Sorry you wasted your time making this video.

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              • You mean...buff fusion rifles?

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              • Why don't the crucible devs ever sit down with the pvp content creators from YouTube and Twitch & have a Skype call or something along those lines to actually check in with these people who have played their game religiously and say "hey how's the crucible feel lately? Anything we could improve on? What's the consensus of the community on (insert topic)". Etc. Surely that would prove more productive and profitable for Bungie in the long term, rather than the patronising "we know what's best for you and the community so sit down and suck it" approach they have adopted of late. Or just blatantly lying.

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                • Nice viewwhoring

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                  • Weapons: -Scouts work fine. As we seen on First light trials when given long range engagments they dominate. Problem is hardly any maps are long range maps. If they seem weak its not the gun its the maps. Which considering they made clash 6v6 I dont see why they dont use larger maps sometimes. -Pulses are fine. Although I think HCR should be removed -Handcannons are obviously strong and in a good spot. If they fix "ghost bullets" then theyll probably just nerf stability or range a bit. People on these forums seem to think HCs need a buff but I just chalk that up to the general populations inability to use percision weapons well -Auto rifles are clearly the only area that needs some real work. I personally wanted to see them work like SMGs to combat shotguns but I know that wont happen Subclasses -Sunsinger: Needs the most work obviously. Im not going to say what needs to be buffed because its a tricky class with a lot of room to work with Id just leave up to devs who can test multiple things out to see what works best -Defender: I agree with you it needs to stay the same. It is just an awkward class to try to buff for pvp -Voidwalkers/Blade Dancers: For the love of god tracking nades need a decreased range. Axions you can outrun but they just follow too long not that they are too strong just like DAMN I didnt really feel like running back to my spawn just to avoid a nade lol. Skips track too aggresively. Skips are already strong in the fact you just need to potshot someone and then chuck a nade that does the work for you but its just too much that you cant outrun them -Gunslinger: I believe they nerfed things in this class because it was/is a leading K/D subclass. Not that I agree just saying -Stormcaller: Cant nerf the melee unless the grenades are reworked. Stormcaller nades are balls. If you die to a stormcaller nade then you didnt even try to move basically. The great melee makes up for bad nades. Similar to how Strikers great nade makes up for its bad melee. I like the classes being balanced in terms of Strong nades/weak melee or Strong melee/weak nades -Striker: I agree Juggernaut shield has a little too much health. I find it weird also how its basically a never ending ability. No cooldown you just get this strong shield anytime you run. Basically make it weaker or add a cooldown I agree for the most part with the video except for the Handcannon portion. I dont want to see Last Word or Thorn Buffed. I think HCs are fine.

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                    • First of all I enjoy pvp very much although it's not perfect but I agree with most of your statements - especially with the velocity of the arc blade super. Differences/suggestions: - Grenades are important for classes with a short range super and not all maps are suited for grenades, so I would not change something here. - The defender melee should have a longer range, the grenade options should include something powerfull like the Lightning grenade of the striker subclass. - Handcannons should have a higher damage in a short range to better encounter shotgunners. - Dynamic sniping (fast and precise target aquisition - not hardscoping) should be somehow honored, maybe by stopping any super. Thanks for the nice video.

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                    • Play Overwatch or BF1 for pvp. Destiny pvp has been absolute garbage since the alpha so why do you think they could fix it now. With a 10hz tickrate nothing will ever fix this game. Goldeneye on nintendo 64 probably had a higher tickrate

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                      • Everything you said was pretty good. Nothing about auto rifles though? My Monte Carlo needs love.

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                      • #1 - Allow a COUNTER to shotgun movement - Where you aim is where the bullet goes 100% of the time. If i jump over a shotgunner and he has been outplayed, he still gets a kill because you cannot jump and aim. #2 - You nailed that shotguns are not OP the movements in the game allow them to be the most powerful weapon. With the changes in #1 I would also add that you move slower while using a shotgun, not that they feel heavier but that they decrease your agility. Jumps are not as far, skating is slower..etc. However i think Mapador Archetypes need a nerf in IMPACT.. not range. You can still kill at max range, but you better hit the head.

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                      • Lol. Blade nerf. Most hilarious thing I have ever heard

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                        • Agreed

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                        • Seriously, stop all the effort. No matter if you or anyone else gives good feedback...they're not addressing it by any means. They just do what they want to do. Just look at the TWaB...it's a joke. We should all just stop playing this crap for a while. As long as we're still playing, they basically don't give a damn.

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                        • TBH if they don't want to fix things like bloom and buff various weapons they could just switch to CBMM and the crucible would be much better but it is obvious they don't want to do that and lie instead of actually addressing it and explaining the reason why they implemented SBMM but for now I'm gonna go match up against people from India and Australia so wish me luck.

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                        • Editado por Lyxia: 11/19/2016 12:32:37 AM
                          Dimetrious your video was really good and I agree with you.

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                          • TL;DR so what you're saying is, nerf fusion rifles

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                            • Kinda good. Don't like how they made blink

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                            • I got no problems with the crucible, I mean fix the lag if that possible. Other than that it's just a game.

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                            • Oh my dear, sweet, simple friend; you must be new to the internet. Are you unaware that asking people not to rip you apart only makes the trolls more ravenous? That's just a bad move. Aside from that: I disagree that the Ill Will archetype of HC is not common. With the Ill Will rolling with LiTC it is really deadly. Those like it such as the Lingering Song are even more devastating once you adapt to how to use them. They do suffer from ghost bullets though which is even more debilitating when it happens on those guns. I think that buffing the mag size for the super high impact hand cannons could be a good fix. You absolutely should use Fusion Rifles. Get into the Archon's forge and get a Saladin's Vigil. There are very few rolls on that weapon that would prevent it from being godly. Get yourself one and get out there vooping people into oblivion. You'll find that it's a lot of fun I do agree that I don't think shotguns are overpowered but I think that something like a buff to sidearms would be really good to sort of lower that perceived power of shotguns. Sidearms that have perks that increase their effectiveness in really close range would give people something else to use up close and something that's a good counter to shotguns. I am still convinced that there were a few devs that got killed by throwing knives or stuck with trip mines one too many times and they just took that out on the class out of pure rage. I agree one hundred percent with the ranked playlists. We need that in this game to make it fit into the competitive gaming world. I think it would be an absolutely great idea and making it so that the effort put in would be equal to rewards I think that would be a great thing for Destiny

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