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Destiny 2

Hablemos de Destiny 2.
2/11/2020 6:05:41 AM
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Here's the actual problem with PvP

The core problem with PvP really isn't hard to understand. It's the differing time-to-kills (TTKs) among different gun and/or ability types. Most primary weapons in this game are balanced around a TTK of 0.7+ seconds. The "meta" invariably are guns achieve this consistently via high aim assist (Spare Rations), or can achieve this via much shorter TTKs (shotguns, fusion rifles, snipers, voidwall grenade, The Last Word.) Nevermind anything with a TTK of over 0.8 or 0.9 seconds. You can basically forget about those, except in special circumstances (e.g., Ace of Spades with Memento Mori active). The fundamental problem with PvP in Destiny 2 isn't weapon range or anything terribly complicated. It's that it's a sandbox of stupidly long TTKs (with which you will never kill anybody because f***ing hunters, who are basically 50% of the PvP population, will just dodge into cover) and stupidly short TTKs, many of which are one-shot mechanics. The solution: give all weapon archetypes comparable TTKs at their optimal/intended ranges. This could mean something like buffing primary weapons and/or nerfing special weapons. For example, I always thought it'd be a better idea to have shotguns have longer range, but require more than one shot to kill. Another example: 110rpm hand cannons should flat out have more range than the other archetypes; there's otherwise no goddam reason to use these, ever. This current competitive PvP meta is absolute AIDS. It's snipers camping in every goddam match, because it's a long-range, one-shot, high aim-assist mechanic with NO COUNTERPLAY. You can't even flinch them out of shooting you in the face anymore after the high calibre rounds nerf. Don't tell me, "Oh just don't get shot" because, thanks, Sherlock, but that's how you counterplay every f***ing gun in every f***ing shooter, ever. That's not an actual sniper-specific counter-play mechanic.

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  • Right pieces to the puzzle but assembled somewhat out of order. 1. The meta TTK for regular crucible is about 0.8 to 0.85 secs. Pinnacle weapons...and weapons that operate at shorter ranges (in proximity to shotguns) like SMGs, The Last word and sidearms kill faster. 2. The problem is that this TTK is too slow relative to the speed at which Guardians can move. This results---in high level play---in prmary gunfights that fail to preduce an outcome, and which players never really have to commit to. So---unless you have a Pinnacle in yoru hand---its pretty much a waste of everyone's time to get into a 1v1 primary gun fight. All you do is leave yourself vulnerable to being teamshot, supered, shotgunned, sniped, grenaded and a host of other, faster killing techniques in the game......all for that target running away the moment the momentum of hte fight turns against him or her. https://www.youtube.com/watch?v=WFjlO5ZAhNg This video from the late days of D1 when Bungie was trying to deal with special weapons by starving them of ammo, gets to the heart of what is---and has always been---the foundational problem of Destiny's PVP. PRIMARY WEAPONS ARE UNDERPOWERED. The first half (black and white) of the video shows allt the different ways you can step into a 1v1 pirmary gunfight on equal footing and with the advantage....and wind up losing because the TTK is so long. The second half color shows why special weapon and ability spam is so dominant in all high level competitive play. These methods (with the exception of team shooting) are the only ways to actually KILL at teh speed at which play actually moves....and to force an outcome to an encounter before the disadvantaged player can escape. It also allows individual players---with enough skill---to take on multiple opponets. Which forces people to spread out...and gives the game room to breathe. 3. The only way you are ever going to "fix" this games PVP is by doing two things. a. Allow primary weapons to kill FASTER. TTK needs to be reduced to from 0.8 to 0.6 seconds. That will allow primary weapon users to finally become a threat that special weapon users have to respect. b. You need a seperate PVP and PVE sandbox. Because the PVE need for power is working at cross purposes to the PVP need for balance. So---even if you make TTK faster and balance primaries better vis-a-vis special weapons, your'e still going to have distinct metas WITHIN primary weapons and within special weapons.

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    • That’s not it at all. People follow others. Star athletes promote shoes, those shoes get bought. I will not ignore the fact many weapons aren’t competitive, but many more ARE that are rarely utilized. I fought to 5,500; going the last 1,000 points with Ringing Nail & Mountaintop. But that’s just it...many players lost battles with me because they assumed my weaponry wouldn’t cut it going toe to toe. These are the true factors for winning: Map awareness Knowing the status of your opponents Knowing when to run from a fight; when to finish one. Utilizing deceptive and quick movements That’s really it.

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    • Before anything dedicated servers ! That’s the only way to start the improvements !

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      • I'd argue that special weapons feel a bit too prevalent, like you always have to assume the opposing player has shotgun or fusion ammo loaded, so you're always playing passively or defensively in the hopes to not get insta-gibed. The primary sandbox actually feels great surprisingly, with a few outliers of course.

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      • Nope, you are nitpicking and bias, I win, bye bye.

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      • The slow ass TTKs on primary weapons has been a problem since the crucible was designed. It's a massive glaring problem that the devs are happy to completely overlook. They were so dedicated to this in Destiny 1 that they nearly completely removed special ammo from the crucible, and reduced heavy ammo to once a match, and only one team could have it. I remember to circumvent that i was running a side arm (which was the only special weapon that started with ammo), and Universal Remote (which was a primary shotgun, and all primaries started with ammo) So the side arm was my new primary, and UR was my new special. So ironic that nerfing special ammo into the ground was bypassed by equipping 2 specials. I don't know why the developers are completely happy with destroying the entire experience just to keep long TTKs on primary weapons. It's baffling.

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      • Snipers are not the problem and as a sniper user who’s average at best they are not easy to use. Shotguns and hand canons are the problem because they cover about 98% of gunfight range and all other classes are mediocre at best. I’ve been with two other players sniping against a team of shotgun apes in comp and we lost 0-4 because they rushed so fast even if you stay by cover and try to stay back you never see them on radar until your dead. To everyone’s astonishment not everyone plays with hand canon/shotgun like 90% of the PvP player base in Elim and comp. if you want to run an auto/sidearm or pulse/fusion you should be able to get to legend rank but that is not reality. Bungie needs to give autos a big buff until they can shutdown spare rations within 25m. Crimson should be balanced, no hand canon should even come close to beating a sidearm at close range or be able to beat a pulse at 25m or more. Erentil should not be nerfed because it a casual player problem, players in higher comp have zero problems countering it with Mindbenders.

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        7 Respuestas
        • Just copy paste the D1 PvP settings if you ask me xD. I loved D1 pvp

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        • The actual problem is the matchmaking and all the lag issues it creates, some other things do need adjusting but trying to balance a game where half the time you end in a lobby where your shots don’t register properly is kinda pointless. First make sure people get regional low latency lobbies so that the gameplay isn’t as inconsistent as it is now, then worry about balancing the game.

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        • I don’t disagree, for example using shotguns as a slightly longer range cleanup weapon which is already a great use for them, the issue being that your idea makes something like HHSN absolutely king of close range and it’s already too strong with Contra Holds. Imo PvP balance is not so bad outside of a few really cheesy weapons and exotic armors. You can’t shake things up too much this late in the game I think and no matter what you do there will ALWAYS be a meta that rises to the top and then you will essentially be right back where you started once people figure it out. That’s just PvP in a game where people can have unique loadouts. In 6v6 you can play whatever you want and do well. In comp at mid to upper levels it’s gonna marrow a bit but I still see people using all kinds of weapons except for the very top. I think it’s better to just focus on the few things that are just obviously cheesy like Contraverse Holds, LoWs, backup plan Erentile, god roll Mind Benders, some of the OHK special launchers, etc.

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        • Most primary's have a very even TTK. Spare rations at 0.8...austringer at 0.87. 180 hancannon is at 1.0 second though. Adaptive auto's at 0.8 High impact auto's at 0.7 Pulses are around 0.8.. high impact is 0.6 if you 2 burst. Sidearms are the only exception...0.6 on adaptive idearms with 4 headshots....lightweight need 5 headshots with same TTK.

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          2 Respuestas
          • The core problem with PVP are the cheaters. That is what is ruining the game. 5 crimson games tonight. 3 confirmed cheaters. It’s just not any fun.

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            • [quote]The core problem with PvP really isn't hard to understand. It's the differing time-to-kills (TTKs) among different gun and/or ability types. Most primary weapons in this game are balanced around a TTK of 0.7+ seconds. The "meta" invariably are guns achieve this consistently via high aim assist (Spare Rations), or can achieve this via much shorter TTKs (shotguns, fusion rifles, snipers, voidwall grenade, The Last Word.) Nevermind anything with a TTK of over 0.8 or 0.9 seconds. You can basically forget about those, except in special circumstances (e.g., Ace of Spades with Memento Mori active). The fundamental problem with PvP in Destiny 2 isn't weapon range or anything terribly complicated. It's that it's a sandbox of stupidly long TTKs (with which you will never kill anybody because f***ing hunters, who are basically 50% of the PvP population, will just dodge into cover) and stupidly short TTKs, many of which are one-shot mechanics. The solution: give all weapon archetypes comparable TTKs at their optimal/intended ranges. This could mean something like buffing primary weapons and/or nerfing special weapons. For example, I always thought it'd be a better idea to have shotguns have longer range, but require more than one shot to kill. Another example: 110rpm hand cannons should flat out have more range than the other archetypes; there's otherwise no goddam reason to use these, ever. This current competitive PvP meta is absolute AIDS. It's snipers camping in every goddam match, because it's a long-range, one-shot, high aim-assist mechanic with NO COUNTERPLAY. You can't even flinch them out of shooting you in the face anymore after the high calibre rounds nerf. Don't tell me, "Oh just don't get shot" because, thanks, Sherlock, but that's how you counterplay every f***ing gun in every f***ing shooter, ever. That's not an actual sniper-specific counter-play mechanic.[/quote] Make set classes,various gun types etc,that way everyone has a fair chance using all the weapons,then it’s down to your own skill how you perform

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              • I find it amusing how every single meta that comes has people complaining that it's the WORST meta ever 🤣

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              • The real problem with PvP, is people who complain about PvP. Especially when they didn't even pay money for this game.

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                • Depends which part of PvP you’re talking about because survival and quickplay play very differently from each other. I used to play QP all the time but now I spend most of my time in survival. The maps in my opinion are just way too small for 12 players, makes it an absolute mess. Widows Court is easily the best map for QP.

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                • I would say everybody has gotten used to playing Halo's pvp setup which uses loadouts, Destiny's pvp is not Halo's pvp setup. that my guess anyway.

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                • Actual problem is...the players care more about crucible than Bungie does. Which leads to finger pointing at the differing opinions of how it got this way or how it should be fixed. You will get the same ol Cozmo/Dmg speel eventually. In the meantime Bungie sits back and all sides bickering just hear *crickets* from the source of the problem....Bungie. Until the next paid DLC/Season of course..than Wash, Rinse and Repeat. How folks havent seen this pattern yet is mind boggling.

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                  • You talk a lot of sense. Unfortunately players with their sniper and shotgun crutches will never agree.

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                  • Too many variables. Set loadouts. Far more tuned in maps, every Destiny ha s offered so far can't light a candle to Halo 2 or 3. No abilities, bare bones guardian training. 0 tie to PvE and is balanced on a purely different scale. All power weapons are found on the map. You want this thing fixed, break it down and fix it from the core. You do all of this and you can expand from here. Slowly. Balanced, fair MP isn't always complex. Even when it is, the mechanics can be seemingly simple. There's a much better game to be had on both ends and it starts with the PvE and PVP being entirely removed from each other. Having 0 of the PvE to worry about PVP can gain significant balance and stability problems. Sets a far more stable pace, maps can be adjusted easier with these things in mind. PvE could gain a legitimate RPG aspect with light based combat. Third person melee based on your subclass. Perks to choose from, different abilities. Legitimate healing, supporting, tanking, stealth abilities. Something just south of Kingdoms of Amalur as a second combat method could give us a massively different world design. We could have actual raids with big enemy armies. The kind of raid we wanted when they sold us on the world of the game. PVP and PvE being stuck together is the forever excuse Bungie has to neuter both of them. Demand Bungie separate them. I would probably come back if they did, that's a real meaningful change.

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                  • Seems like anything over .8 ttk is to slow and peoples brains have enough time to realize they're gonna die and are able to dodge out with 10% health most of the time. Anything .85 ttk and above needs a buff.

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                  • The problem with the crucible is that every grandma and their cat thinks they to know what the "actual" problem is.

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                  • Specials should not get their TTK adjusted to match primaries 😆 If anything they should address special ammo so people can’t go whole matches using just special weapons while barely touching primaries and I don’t think hand cannons of any kind should get a buff when 30-35% of kills in crucible this season are from hand cannons. If anything needs a buff it’s AR’s - and then also some PR’s and SR’s could use a buff (key word “some” - there are still great PR’s and SR’s in the current sandbox). I mean MIDA catalyst drops from PvP, the guns perks are based on PvP, it’s made for PvP but it struggles to compete in the current meta and you’re over here taking about buffing 110 hand cannons lol As it sits primaries have TTK’s in less than a second. It’s just enough time to take cover if you get caught off guard but also fast enough to kill people before they knew what hit them, specially if people stick with at least 1 teammate and use their abilities. You lower their TTK and it’ll be pointless to use anything else except primaries that just melt people. It won’t make crucible take more skill, it’ll just be whoever uses the most meta weapon and shot first wins like it currently is for special weapons. Also they do have shotguns that kill at range with 2 shots & they have shotguns that kill at range with precision shots. It’s called rapid fire shotguns with the right perks or slug shotguns that can kill at like 15m+ (I believe chaperone can kill at 19-20m). People don’t use them much because mindbenders and LoW but they do actually work pretty well and are fun to play with. Specially with so many snipers in the current meta. Get yourself a solid roll on perfect paradox as it’s easy to farm rn and try it out. It may take getting use to the play style but it can be a lot of fun 👍

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                  • Editado por Macchiato: 2/11/2020 8:29:52 AM
                    I actually like where TTK is right now. The movement is fairly good too. Year one the TTK was a little too high and the movement was a little too slow. Now there is opportunity for outplays vs teams standing together eyeing one entrance team shooting one lane lol. That was boring. I think a few guns currently are a little too good right now like: Hand Held LoW Last word Erentil I think getting paired with people across the planet is a big issue currently and not sure why that is happening so much currently. Player population? That needs dire attention. I don't want another COD game of who see's who first wins every gunfight with a 0.2 TTK. I want an Arena shooter with movement and aim being the winner.

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                  • I would like to see more bodyshot damage on primary guns This will help achieve the best ttk and reduce your need to crutch on a special weapon Especially on ARs, and light weight pulses, precision side arms, high and light wight impact scouts.

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