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Destiny 2

Discusión sobre Destiny 2
5/31/2019 6:41:22 AM
7

Discussion on comp and general quickplay.

So...supers are a hot topic in regards to their balance in the crucible and I can understand why. Certain ones can swing matches in the casters direction with relative ease, while others can struggle just to get anything off. So in my post, I'm going to discuss what they could potentially do for quickplay to possibly reduce the magnitude of supers, and I'm going to take a look into comp so that supers don't just straight up get nerfed. Look in the spoilers. Spoilers reduce clutter. Quickplay: [spoiler]In quickplay 6v6, super spam is quite common. Supers like spectral blades and bottom tree striker tear up the crucible due to armor, even though spectral had it's armor nerfed. It's not unreasonable to say that these 2 particular supers (not excluding stormcaller or any other mobile super) have too much armor at times. Solo fighting a super is pretty much impossible without special or without some incredible amount of luck. Bungies idea to bring supers more in line by reducing armor is...understandable, but scary at the same time. The more we continue to nerf supers, the stronger special becomes and as it is its already pretty potent. By continuing to nerf super armor, we only empower special's ability to counter supers while primaries and melee make little to no progress. So instead of nerfing armor as a whole...why not add a separate damage reduction scaling for primaries and melee? For example: Striker currently has a 60% damage resistance against ALL types of damage, meaning primaries do nothing and melees do nothing. So instead of striker having a universal 60% damage resistance...striker should be 60% resistant to special and heavies (I'm not sure if the scaling is different for supers, but I'm going to assume no), while being 40% resistant to primaries and melee. This will keep supers strong against the more powerful weaponry, but the rest of the damage types will have a better chance at combating supers without crippling the supers as a whole. To clarify, using striker: Damage resistance against special, heavy and supers 60%. Damage resistance against primaries and melee 40%. Supers won't be getting one shot by special, primaries will have a better fighting chance, and pve won't get screwed over in the process.[/spoiler] Comp: [spoiler] Oh man what to do...supers in certain modes for comp tilt the games far too much at times because the amount of super mods and the timing at which they are charged causes so many issues. Without mods, games tilt in the enemies favor because they can more consistently get one per game and without mods...even killing the entire team again and again won't be as fast as simply just attaching mods. This creates imbalance in the game modes and greatly favors using them over anything else. My solution is kind of...unfun, but I think it would honestly help comp focus more on keeping the activity around gunplay and less around who has the better mod set-up. So my solution would be somewhat similar to how heavy worked for trials in d1. You reach a certain round or number of rounds and it starts to spawn. Well, super generation could be crippled or non-charging before certain rounds, but be instantly granted afterwards. Example: Every 2 rounds in comp, or 40 points in control, etc, super is fully restored and ready to use. So at after 2 rounds of winning survival, everyone is granted supers to use. Full super. This way super is no longer dependent on a number of mods and recharge can't be accelerated with orbs, or super regenerating armor pieces. So you have a round of essentially instant mayhem, where your super and how you use it will greatly affect the outcome of the match. This would make one off supers a bit stupid, but it would also benefit your team if you pop off with a mobile super and get more than 1 kill per use. To keep it a bit more fair, deplete super after the round is over so that you can't just hold on to it, in case of a good round, to stomp in the next. I don't know fully how this would work out, but I think it could be something worth testing and seeing how it plays out in crucible labs. With the changes to quickplay, we could also use the resistance scaling as well in comp so if you want to play it risky and save your super you can do so and turn a round...around after using good team work and using your super then.[/spoiler] Leave your thoughts below because in genuinely curious how others would feel about this type of change.

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  • Super armor needs to be severely toned down across the board

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  • Now that bungie changed the weapon system and brought ohk abilities back I would like to see a slower regeneration speed for supers, like in year 1. I might get some hate for saying this but it's my opinion. I think heavy ammo should only spawn once as well unless its mayhem. Supers and heavy are great and all but I'd rather focus on actual primary gun skill. I don't like seeing heavy 30 seconds into a match.

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    • In Competitive supers should only regenerate if you play the objective. If it's Control? Stand on the zones and capture it. Clash? Kill opponents. Countdown? Team gets super if bomb is planted and successfully detonates.

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      • Editado por Lord Ignatius: 5/31/2019 3:28:06 PM
        I agree that supers sway the game a bit much in crucible so there are 1 of 2 choices to balance 1.) Nerf or change super mods or 2.) Reduce the super armor and force masterwork armor and weapons. The biggest issues with comp are as follows. 1.) The elo systems needs a severe tweak there are people in lower ranks that shouldn't be there and thats because there is a flaw in the system that perpetuates stagnantion. 2.) Countdown and survival are waaaaaay to frequent and thats where the majority of losses come from i recommend either rift to replace and breakthrough to allow for more leeway. 3.) This is being tweaked but you can say this also counts for quickplay and that is balance way too many insta kill options that can even outperform heavies.

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        • imo comp should either have no supers, or fixed. as in, literally everyone gets theirs at the same time. that.... would be interesting.

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          • Editado por La Blue Girl: 5/31/2019 6:56:56 AM
            the only success I've had fighting a super is if they run at me full force in a straight line, I can usually burn them down with not forgotten. either that or heavy. if they dodge mag howl though (and most of them do) yeah... it's not fun fighting a super. because heaven knows you can't outrun them. also with this impending mag howl nerf, it will likely be impossible to solo a super now. Which wouldn't bother me too much, if it was possible for a team to burn down a super, but usually they can't.

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            • it's because they chain supers deliberately, and they all run roaming supers that can wipe a team. the super armor is too severe. even teamshotting, you often can't bring a super down before it wipes several people.

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