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Destiny 2

Discusión sobre Destiny 2
Editado por PinkyGamingVids: 4/29/2019 3:10:05 PM
12

Ideas For A Better Balanced Crucible with a Revolving Meta

Now I know what your thinking: That title is a bold statement to say the least! This guy reckons he can potencially hold the key to freedom from the Dustrock - LH/NF- Wardcliff staple in everyone's load-out? And he thinks that he can also nullify the Super Heavy game play crisis?? Just Maybe. This is gonna be a long one, but tell me what you guys think: [b][u]Part 1: Loadout Variety[/u][/b] Now what is the driving point behind choosing what weapons you use? Incentive. Why would I use Trust if I have Lunas Howl? Why would I use Perfect Paradox over Dustrock Blues? Why would I use a sidearm over.... Anything Else? You get a lot of players who say "buff this, buff that" but that will just create more issues. My Idea is not to buff and nerf weapon types, but to change the rules of the sandbox entirely. Consider the following: you have a Lunas Howl pointed at your face and are three pulls of the trigger away from your demise. Currently against a skilled and accurate player, there's nothing you can really do. Now lets say your a Sentinel Titan. Normally, this wouldn't be a factor. But What if we bring elements into this? What if, as a Void class, you took the full brunt of void weapons and abilities, but solar and arc are somewhat weakened. Lets say by about 10-15%. Now, you survive the 3 tap, your opponent, even with Mag Howl (pre-nerf) needs to shoot again. You have some more time to counter with your own weaponry and maybe win the gun fight. The above example is specific but outlines the purpose of this change. Build your loadout to counter other players. You can have your go to's for countering Solar, Arc and Void which would Increase variety in the sandbox. Sick of being melted by Recluse? Switch from Void to Arc. Want a greater chance at not being killed by a stray wardcliff rocket? Switch from Arc to Solar. Dependent on what the hot class is E.g. Spectral Blades, you can now counter it by going all in on void weapons, AND picking a non-void class to gain some resistance. When Striker Titans are running amok, choose Dawnblade and rain death from above with Arc arms (Hello Again Wardcliff). This would allow for more effective counter play, and offer a greater amount of competitive weaponry. As supers get buffed or nerfed, the weapons in the crucible rotate with them rather than stay stagnant. Speaking of Supers: [b][u]Part 2: When Supers Rain, They Pour[/u][/b] We have addressed Weapon choice to some extent, and promoted some experimentation. Now how do we address rampant supers? The Instant cast ones are... fine. Nova Bomb, Shadow Shot, Thunder Crash, Blade Barrage Etc. They are all absolutely fine at the moment as one and done supers. The roaming supers however? They are a different story. Spectral Blades, Sunbreaker, Nova Warp, Arc-Strider... They can all be devastating the the right hands. So, how do you make them more manageable whilst retaining their power? Answer: Make them immune. Hold the phone, this guys gone crazy! How would that fix anything?! Wait for me to finish: You make supers immune, but any damage they take is inflicted to their super bars. So if you and a teammate have a super charging at you, and you unload your Auto-Rifles at them, whilst you still may not survive, you will greatly decrease their time in super. This would mean that a reckless roaming super will have a far worse time than a sensible one, and mean that a player with no Heavy and no Super of their own, will still have a fighting chance. The Immunity change will ensure that the irritation of being killed as you pop your super will be all but removed, and allows supers to be a good escape option, rather than all out attack. This also means that the super user can still go on a romp (If good enough) and will finish their super on full health ready to get back in the fight. Lastly - Extoics that give your super back for using your super? They have to go. Give them new exciting abilities! Make Skull of Dire Ahemkarra shoot two nova bombs rather than one. Make Orphius Rigs shoot through walls, or greatly increase tether range. Just Super energy for supering... It breaks the game balance and has to go. Let me know what you think of the above! Any improvements or any other theories? Until Next Time I will see you in the crucible. Pinky Out

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  • Balance can't happen in a game without limits. People are biased in what balance is but if they truly wanted crucible balance they would have to lose alot. Movement would have to go down significantly as well as the same movement (bungie tried this but the community was angry and up in arms about how they don't feel like a guardian so bungie made the go fast update which destroyed their efforts).Supers would have to be reduced significantly and not frequent(Bungie tried this but the community wasn't too happy to know they regardless of class would get a super maximum 2 per game so bungie did the go fast update). Weapons would have have the same lethality with the exception of certain types(Bungies actually failed this aspect because they made maps maps that favored specific weapons and was meant for a 4v4 not 6v6 despite 6v6 being preferable).Balance can happen but this game will just turn to CoD, you can't balance a game like destiny you can only give and take away options and i prefer options over mandates(D1 sidearm meta).

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  • The super change is interesting. The problem is, Bungie would probably add this to both PvE and PvP, and then they would be bad.

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    • If I were a Titan with a Lunas Howl pointed at my face, I'm going to pop a shield, throw a grenade over the top of it to keep them busy while I shotgun rush them. Haha. I'm just kidding, I would just stand there and shoot them with whatever is in my hands until I die or they die. I only play Crucible when when a quest for something I want requires it, and I dont get sweaty.

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    • Editado por Rabid Tick: 4/29/2019 5:35:33 PM
      The crucible maps. D1 maps were designed to push skill sets, weapons, abilities, etc... The weapons in d1 did not offer nearly the diversity if you really think back.. just newer variation through time. BUT the maps made players, for the most part, have back up plans at the ready at all times. There was better control points, lanes, and close quarter offerings on each map and that is usually dictated per the better team. There are always scenarios that throws my point out the window.. but for most part, the design and rotation had a far better effect. Heavy limitation would be next. These two points go neck and neck.. Good players control heavy and are ready to fight for it... shotguns and hand cannons. Since we constantly fight for heavy.. this is our meta.

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      • This option would definitely revive the crucible and make it more diverse. It would take some time to implement but I think Hand Cannons in general on console need an overhaul

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        • Here is the problem with trying to balance the crucible. NOT MANY WANT BALANCE. Most want what they have ended up getting, an advantage. Year one D2 crucible is the most balanced crucible has ever been. There was the Urials/Mida meta, but it was easily countered by almost any other weapon if you were good with that weapon. Being a better then average player, did not guarantee you were going to come out on top of an encounter. Even an average player, could beat a good player. Your idea for weapons, is not bad, but removes the advantage, so it would never be accepted. I have to disagree with your super ideas, as supers SHOULD be devastating. You hear somebody pop their super and you are close, your only choice should be to run. If you can't run, you should die. Its called a super for a reason.

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          • Also that super suggestion is incredibly dumb in a meta where roaming supers already dominate. You do realize no one would use it to escape, if anything they would be way more aggressive since a guaranteed immunity allows you to pop it right in front of a team w/o fear. Supers need a major nerf because right now getting 5-10 kills with any of the roaming supers(Dawnblade, Spectral, and Striker) is way to easy.

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          • Both suggestions dumb AF that restrict options more than augment 1. You now have random TTKs unless you can determine what that target is so randomly your weapon x can 3 tap player 1 while 4 tapping player 2. Bringing match game into PvP is brutal, especially for kinetics. What'll you do w thsoe then? Make them ignore element type so it's the best? Make it have no impact no element type so its subpar to elemental primaries, thus restricting your weapon pool even more? 2. There's a reason people pick roaming vs shutdown supers and now you want to funnel people more towards shutdowns

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            • Thats what we call skill gap reduction, if anything variety will decrease for subclasses. If you could say survive a 3-tap by playing void, then everyone will just pick a void subclass. Additionally forced diversity is not diverse at all, people should use what they want when they want and not have to worry about what class some other player chose.

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            • Editado por Whopping Dingers: 4/29/2019 9:56:04 PM
              They can do what gears of war and halo do and have set load outs. They could apply it more so to competitive. I really like your roaming idea...but i purposely hold my nova bomb in comp to shut these down, so the immune may not work.

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              • Really like these ideas, definitely worth people looking Into this

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              • Sounds like far too much work for bungie 😂

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