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Discusión sobre Destiny 2
6/22/2019 9:53:01 AM
2

According to "wolf pack" which talks about Lord of wolves, they plan to reduce roaming super damage resistance in fall.

Tl;Dr: Nerfing damage resistance might lead us back to d1 where special became too strong. This happening could lead to special getting nerfed in some shape or form. This could also lead to difficulties using less agile roaming supers like top tree striker. Maybe it won't be as bad as that, but it's a possibility I don't even want to give the slightest chance of happening again. A preview of what's to come would be nice but I don't expect anything until near the release of shadowkeep. Any additional data prior would be appreciated. Thank you for your time. If you want to read my full reasoning (which really isn't necessary if you read the tl;dr) it will be in a spoiler below as well as a bonus thought in a separate spoiler (not a prize like the toys in a cereal box but just an extra thought that's on the same topic but not entirely what my post is covering). [spoiler] I don't know if anybody read that, but it's the most recent thing posted on the forum by the dev team that talks about Lord of wolves, but what caught my eye was that they said they planned to reduce super damage resistance in the fall (sorry about saying the title twice). I'm sure there are a lot of people that are sick of unstoppable supers (of which I'm more or less indifferent) in crucible. Bottom tree striker, dawnblade, arc strider, hell even spectral is still tough to put down. This change could be welcome in toning down how strong supers are in crucible, but something that worries me is what comes afterwards. Although not exactly the same, in d1 special became a more powerful tool to stopping supers once they either cranked up their damage, or reduced damage resistance, of which allowed high impact snipers to 1 shot headshot, shotguns to 1 shot and melee a super, and the same for fusions. What bothers me most about this, is that this type of thing has happened before. They wanted to lessen the impact supers had because certain ones were unstoppable like sunbreaker or stormcaller (even year 1 blade dancer) but...this sort of thing is one of the factors that lead to special ammo getting nerfed. It became too powerful while being plentiful back in the day and having it at spawn with the ability to shutdown a super made using mobile supers actually rather unenjoyable as well as incredibly frustrating to get shut down instantly. It certainly cut down super dominance...but it also brought us a meta which eventually sank the game into being bland for crucible...ugh the side arm meta. Keep in mind this was back when we moved a lot faster too, whether it was a glitch or cheesing the physics, we had speed. We also had more mobility tools such as twilight garrison or infinite shoulder charge, 3 second cool down on shadestep and blink before it got spayed. Without it, this may become something that's actually more problematic in our current sandbox than it was in d1 because our general strength is lower outside of supers, so suddenly granting special the capabilities of shutting down a super...you get stuff like the current Lord of wolves. Whatever kills supers the easiest will become meta and will reduce the already lacking diversity in special weapon usage among archetypes. So if the slow firing snipers like revoker can one shot supers, but the 90s or 140s cant...then nobody will use them over the 72s. And if the 90s and 72s can one shot, nobody is going to use the 140s ever. This stuff becomes very stupid when you factor in this kind of thing. Basically what I'm getting at is...is if this change leads back to that old scenario, there's a chance (albeit probably small) that a similar cycle of nerfs could happen again and the game will end up in a state where everything feels bad to use. This I believe is why bungie has been so hesitant to buff cooldowns and ability damage, because they don't want to run into the balancing issues again and sort of tied it down with the mod system to where it's faster, but still not d1 speeds nor as consistently accessible (which is changing in fall so I have no idea what will happen). It seems like bungie is going to try and go back to the d1 style of crucible and of which I'm not entirely against, I'm just worried about the cycle of hell that d1 brought through its first run of balance. I feel like d2 has done a FAR better job in handling balance, but that's because they had an entire 4 years of basically ruining the game (not saying all nerfs are bad, but some of them really broke stuff beyond repair). I don't want the game I feel comfortable playing right now, one where it's been relatively stable so far, to end up back in a state of mediocrity, frustration, and toxicity (in terms of pvp). Right now it's ok, with no particularly large complaints of any particular special weapon (although shotguns will always be annoying), but obviously they still exist, except it's no where NEAR as bad as it was in d1. Lord of wolves is bringing back the d1 I didn't like and it shows and I'm glad they will be doing something about it for the PvP side (sorry pve people). Seperately, an issue I have with this damage resistance nerf is how it will affect the less, not necessarily viable supers, but "mobile" mobile supers. For example, top tree striker. In PvP, it doesn't hold a candle to its bottom bunk brother and since it consumes so much energy with any attack, it might see some...problems gap closing once it becomes easier to kill. Giving it back something like headstrong where jumping while moving with fist of havoc extended leap distance could be a good work around, but that's only if such things would be thought of in the first place. It might not even be that bad, but only the release of shadowkeep will be able to give the clarity I want (or at least an early preview) because I am anxious about this upcoming change. Maybe it won't be as bad as I think it will be, maybe it will be worse but for now I have no idea.[/spoiler] Bonus thought in regards to damage resistance (this isn't something necessary to the post so it's going in a spoiler to reduce clutter): [spoiler]I think one of the issues that masterworking armor brings also leads to supers feeling too tanky because it adds a bit more tankiness to the very things we have issues putting down. I think removing it's effect in PvP will be something that should be done if they have the goal of reducing super tankiness, because this feature will still impact consistency as well as continue to keep them away from their goal. Since armor as a whole is getting reworked, I doubt we won't see a change to masterwork armor.[/spoiler]

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