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Destiny 2

Discusión sobre Destiny 2
Editado por AbsolutZeroGI: 3/14/2019 3:43:56 AM
26

This game leans too heavily on its PvP.

So I get that a looter shooter needs PvP and that PvP needs reasons for people to keep playing. I'm not here to bash Luna Howl even though I hate it (I saw people playing mayhem with it last week. Mayhem! Ffs). However, this post is about how Bungie leans too heavily on its PvP and how it's not working for those of us who like playing games with people, not against them all the damn time. When I say PvP, I mean any event that pits gaurdians against one another in a competitive way. I'm talking about crucible (including iron banner) as well as gambit, which is a PvP activity (the point is to defeat another team of real life people, which is the definition of PvP.) Evidence. 1. There are no less than 6 hand cannons that require large PvP investments to earn. They include Mal, Ace of Spades, Luna Howl, TLW, Not Forgotten, and most recently, Thorn. Those hand cannons never get nerfs despite more than 1/3 of the PvP players using them (with dust rock blues). 2. PvP has more triumphs than any other game mode with nearly 300. Gambit has more than most. Comparatively, the first three leviathan raids have 3 total triumphs between them, despite being 6 total activities (3 normal and 3 prestige). 3. Most of the best PvE only weapons have been nerfed, including Hammerhead, Thunderlord (it was a quest before it was loot pooled), Whisper, and Sleeper. In addition, Coldheart, Mida, Prometheus Lens, and many other guns have been nerfed over the last 2 years. Many others, like Sturm, were good for little more than nostalgia and rat king was only useful for a little while. The popular opinion is because they (the nerfed weapons) were too powerful and people used them TOO much in, you guessed it, PvP. That means if PvE guns work too well 8n PvP, they get nerfed for the benefit of the PvP community. 4. PvP is used constantly in parts of the game where it doesn't make sense. Shaxx gives you PvP missions immediately after you get your light back. The tower is gone, red legion are invading and shaxx wants you to play PvP? Freaking why?! It also grants the most XP in terms of time spent vs xp gained (for newer players or leveling alts) rendering all PvE activities for this less efficient and therefore less desirable. This also applies to individual clan xp. 5. PvE has had one new game mode since D2 came out (adventures) from when D1 existed. PvP now has 3 (gambit,the reckoning, and gambit Prime) along with a whole season, story line, and huge push for players to play it. Bungie adds little rubs to PvE activities (like prestige eater and SOS being equipment locked), but the actual content never changes. Some may say The Reckoning counts for PvE, but you have to play PvP to get the materials to play the reckoning and all the gear you earn is for PvP with no real advantage for PvE play aside from the same old perks that other armor already has. The Reckoning would be a damn fine, repeatable, and grindable horde mode (similar to PoE) if it weren't tied directly to a PvP game mode. PvE players and PvP players both lost game types (prison of elders and trials of the nine). However, of the two, the PvE game mode was more casual friendly while trials was always for sweaties (that's fine, everybody knew that and was fine with it). Some may cite shattered throne and blinding well, but those aren't mechanically different from what has existed before. Defend an area and really hard missions are staples of PvE content, and are not new in any way. The ascendant challenge also falls into that category. 6. There are fewer desirable PvE guns that only require pve quests than there are PvP. Additionally, many of the PvE guns are temporary or otherwise time gated. Thunderlord is now a random drop, wish ender can only be done one weekend per month, and light level desirable pieces (horror story and vow) were missable, week long special events. 7. PvP and Gambit get more powerful engrams per week than any two PvE activities combined. This makes them more desirable to do more often. 8. Most of Destiny 2's PvE content is old and hasn't been updated for 2019 light levels. The first 3 raids still drop 380 gear as do all old public events, adventures, etc. Strikes only go to 500 in terms of difficulty, despite the max cap being 700 now. All PvP, by contrast, is always kept up to date and current in terms of loot drops, difficulty, and integration with new game content. More than half of this game is out of date with itself and it's only the PvE content. 9. Black Armory forced a slog of roughly 100 light levels of weekly powerful engram grinds before it became accessible to anybody, causing it to be basically forgotten by most players and reviled by many who didn't forget about it. Bungie responded by lowering level requirements by, get this, 5. By contrast, Bungie added a "level up quick" mechanic so that everybody can play Gambit Prime in Joker's Wild, allowing guardians to jump straight to 640 to enjoy the new PvP content immediately. 10. Supers and exotic armors are also buffed or nerfed based on their effectiveness in PvP rather than their usefulness in PvE. The sandbox is dominated almost solely by any gear's effectiveness in PvP. 11. Even class choices are widely based in their PvP effectiveness. I've seen a lot of posts about people barely being able to find a warlock in PvP these days (for the Thorn quest) because it's the least effective (broken) of the three in, you guessed it, PvP. I don't know how to "fix" any of it or if this what Bungie and its community actually wants. However, I join the voices and choruses of people who play this game to mow down mobs and earn gear through cooperative play rather than competitive play. Also, while I have your attention, I would love it if we could have the lore cards read to us by a voice actor. It wasn't so bad with grimoire cards but 90% of your story telling takes place in lore now. Would be nice to hit play and go do some bounties or something while I catch up on what's going on in the game world.

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  • Editado por Hazel: 3/16/2019 7:16:14 PM
    Well yes, but actually no. Do NF, Lunas, Thorn, TLW, malfeasance, and ace ruin your experience in gambit? I'd guess not, it's probably the constant invasions by people with machine guns and snipers combined with wall hacks that ruins it. As for the crucible (the only true pvp activity, gambit has heavily simplified pvp), considering none of the guns you mentioned are good outside of the crucible, you shouldn't have any issue with them in gambit. Also, there isn't a single exotic hand cannon you need to be top tier at pvp to obtain. As for Lunas, it's average in crucible and useless elsewhere, and NF, as mentioned before, is useless outside of the crucible, which you clearly don't play often.

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  • Sorry. Gambit is as much a pve mode as a pvp mode. No one ever used those weapons you listed in pvp except for mida. And you listed the reckoning as pvp? That was good for a laugh.

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    • I would respond to all of this, but I'm too tired. Gambit is indeed player vs player as it's intention is to pit one group vs another, but it uses pve elects to make that possible where the better you are at annihilating mobs of enemies, the better. It's not pure PvP nor pure pve. It's a combination of the two. It's fair to say that gambit is player vs player, but it doesn't perform in the same way crucible does. Crucible, the true PvP, hasn't really acquired much, if any new content since forsaken released. The 2 iron banners we had with unique weapon skins stopped being produced and the armor vanished in smoke. They then rehashed year 1 guns and shoved it down our throats like we asked for those weapons back when new designs were literally just given to us. We got 4 new pinnacle weapons with two of them being nearly identical, a grenade launcher that's actually better in pve than in PvP, and an smg. What did pve get? Brand new forge activities. Brand new weapon designs. Brand new armor. A raid with an exclusive unique weapon. 2 new pinnacle weapons. Brand new forge exclusive exotics. The reckoning which can earn you gambit exclusive gear so you don't HAVE TO play gambit if you didn't want to. Potentially more with xurs bounties. PvP, besides gambit, has gotten almost literally nothing but re-skins. If that's leaning too heavily on PvP, I don't want to know what not leaning looks like. What it looks like to me, is that you are tired of PvP getting rewards that are available through an activity you don't want to participate in. But, most of these weapons are only really good in a PvP environment to begin with. The pinnacle PvP weapons are all usable in pve, but compared to what rolls some pve weapons can get...they just aren't desirable for it.

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      • Another kid salty they have to do PvP for A PVP WEAPON! 😒

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      • Bungie is stuck in the past, and is unwilling to let go of their Halo Legacy. The problem is that this isn't 2008. The world really doesn't want to play Halo....and Bungie is no longer the innovator in PVP shooters that it was 15 years ago.

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      • Yes. I’m a casual player and I really enjoy collecting weapons and exploring the world. But no matter how much I practice I am god--blam!-ing-awful at PvP. My k/d is simply sad. So I’m totally -blam!-ed when it comes to PvP quest steps unless they are basic as hell. It’s unfun. I enjoy playing alone and there’s not much for me left in this game.

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        • Editado por Raevenent: 3/14/2019 12:48:16 PM
          Thorn and Last Word performed well in you guessed it, PvP. Thorn's quest I knew for a fact one or two parts of the quest was gonna [B]SUCK[/B] before it was out, how? I did the quest for Thorn in Year 1 and 3 of D1, and guess what? The year 1 version sucked dick to go through step 3, Year 1's PvP part took off progress, and you had to use ONLY void. 5 for a kill, 2 if you died, 500 points was needed, and if you die a lot, you would lose points, very fast. Keep in mind Hunters did not have void abilities, Titans didn't have solar abilities, Warlocks didn't have arc. For some like myself, this actually made us git gud. I mained Hunter at the time and before I got into raiding(No Atheon's Epilogue), my only source of void damage was a very shitty blue fusion rifle. Thankfully death does not set you back now, cause that part of the quest took a really long time(Longer than Year 1 and 3 IMHO), I was on that step for about 4-5 hours doing Crucible, I don't how many hand cannon kills was needed, even with void cannon kills, but holy shit it's a lot. Thorn was rather a pretty needed weapon for Trials in D1Y1 if you wanted that 9-0. There was a reason why ToO was not called ToO but was called Game of Thorns, and Iron Banner not being called Iron Banner but the Iron Rose. I thought the Thorn quest was a nice callback to obtaining Thorn in D1. Last Word... I mean if you're collector yeah I can see why you may not like that quest but are you really ever going to use it in PvE when there are far better options that are legendary? Midnight Coup exists, or at this point if RNG is on your side, Spare Rations with the right rolls, is a Y2 Midnight Coup but better. It's a gun that performed very well in PvP so it's quest was not "out of line" that the majority may make it out to be, it's appropriate for how that gun performs. Why Thorn and LW quests are complaints is beyond me outside of being a collector >_> Also Gambit's PvEvP. A perfect team consists of 3 PvE players and 1 PvP player. An amazing team consists of players who can excel in both PvE and PvP so you can take turns invading to throw enemies off(This actually works). And Reckoning is PvE, you can obtain the guns without needing to farm Gambit Prime... Also most of the changes you mentioned were not for PvP balance but for PvE balance. Games balancing their PvE has been a thing for a long time, even before Destiny 1, yes I know, it's surprising.. It's like when people said "Anthem is purely PvE and no PvP so there'll be no nerfs and you can be powerful as hell" those statements made me laugh. Powerful as hell? Sure. No nerfs? Hold on to that thought.

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          • [quote]1. There are no less than 6 hand cannons that require large PvP investments to earn. They include Mal, Ace of Spades, Luna Howl, TLW, Not Forgotten, and most recently, Thorn. Those hand cannons never get nerfs despite more than 1/3 of the PvP players using them (with dust rock blues).[/quote] I would only consider lunas, nf, and thorn to have an excessive amount of pvp (and maybe tlw if you struggle with pvp), but those weapons are really only relevant in pvp so having heavy pvp requirements is understandable to me. I agree with most other things you said though, good points.

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          • I actually agree with you OP and they were on the right track with the Thorn quest by giving you PVE and PVP steps for most of it. Then they screwed it up by adding a very grindy pvp only step. The quest was so good up until that point. They really need to start adding pve and pvp steps to EVERY quest not including pinnacle weapons of course. I’m fine with those staying in their specific modes as the whole point of them is to play that mode a lot.

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          • It's simple, really. The lean on PvP and Gambit are about player created content. It's like the difference between television programmes before and after the '07-'08 writers' strike. With the dearth of writing because of the strike, television turned to reality shows to fill the gap. Bungie have taken the same model. Let the players create their own game by running against each other. It's much easier than creating rich content.

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          • You lost me at when you said "pvp is cattered to handcannons"... [i]Do you remember the old war, operator? [/i] [b]Erm, I mean, mountain top (OHK grenade launcher) and the SMG now? [/b]

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            • I just came back to tell you that like I said the majority of the people would agree with me..... I was you only commenter last night.... boy it feels good to wake up in the morning being right.

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              • PvP leads to E-sports and that leads to money. Bungle thinks there is more money to be made that way than with PvE, which also costs more to make. This has nothing to do with what is more fun or what players want. This is about Bungle making as much money as it can for the owners. Every decision they make has to pass the profit test, not the fun test.

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              • Thanks for your input. Now I’m going to set back and eat popcorn while the salties tell you how wrong you are. Good times!

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              • No... it doesn’t. Finally PvP gets a quest... thorn... its about time. PvP gets no love. Bungie... don’t listen to PvP haters

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              • Gambit and Wreckoning are pve stop whining

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                • This season yes, but the game as a whole from start to finish isn't really. There is literally hundreds of hours of pve content.

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                • Man, don't you get sick of all these pvp new content, I mean the last season was mainly pvp, as if bungie doesn't care about pve anymore, they get new pvp maps every month, every fantastic pve weapon can be acquired from pvp, they have 10 milestones per week just from pvp, their matchmaking system is one of the best in this world and with every new pvp exotic weapon or armor the pve meta changes and players get -blam!-ed if they dont like farming pvp.

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                • This game doesn't lean on pvp it's made a damn walking frame out of it.

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                • The pvp element of this game is cheaper to produce and roll out for bungie as opposed to story. It will always be broken, unbalanced, untested and unfair due to p2p.

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                  • Hey man, I hope you understand that many Crucible players, including myself, don’t consider Gambit PvP. It’s a hybrid mode of PvEvP. Also, many of your statements are either generalized or flat-out untrue. As a PvP main, I can only WISH Bungie leaned heavily on PvP. But if you look, openly and honestly, at the game, you’ll see that Crucible has gotten almost zero new content since forsaken dropped six months ago, and is on track to not get any new stuff for at least nine months. I never asked for, and rarely play, Gambit. I didn’t even ask for new Crucible modes. I wanted old school trials back, some new loot, maybe a few old maps brought over from D1, and some issues in competitive and quick play addressed. That’s it. If you hate PvP, fine. You have a right to your opinion. Here’s mine: PvE and PvP are both integral parts of the game, and Destiny has had both since day one. Both, IMO, are ESSENTIAL to this franchise not merely surviving, but thriving. Despite the assertions of some that Destiny is “a PvE MMO with PvP tacked on,” or whatever, Destiny is actually a unique game with fully fleshed out PvE and PvP modes. I’ve played almost every PvP shooter around, and this is by far my favorite. That’s not to say it’s perfect, but even pure PvP games like Overwatch are far from perfect. I love Destiny PvP, and I’m here to stay.

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                    • Most of the triumphs in PVP are worth nothing towards your score, in addition it’s been here since the beginning. The triumphs rely on many categories, gametype, medals, weapons, comp, quick play, trials, iron banner. It’s reasonable that there would be a lot of triumphs with each season bringing more. Can’t complain on that aspect.

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                      • There literally has been no new elements brought to pvp in months in months, I don’t see it how you do tbh but everyone is entitled to their opinions

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                        • The vast majority of crucible triumphs are medals and have no score attached.

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                          • Something something I’ll lean on your pvp [spoiler]if you know what I mean 😉[/spoiler]

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                          • Editado por EXALTEDoreo: 3/14/2019 3:19:22 AM
                            Most of these balance changes you mention were not done for pvp balance, but PvE balance. Also gambit is pvevp. Not pure PvE or pvp. As a side note, pvp has never been marketed as a side activity. It has always been considered of equal importance to PvE. That’s the kind of game destiny is and PvE and pvp game.

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