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Destiny 2

Discusión sobre Destiny 2
Editado por Spawn: 10/17/2019 3:55:53 AM
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OEM bottom tree Striker... ADDRESS IT BUNGIE

EVERYONE IS SICK OF IT THANK YOU -- Edit: At least give us your thoughts on the situation Bungie. Why haven't these things been addressed when they've been complained about so much and for so long? Edit 2: One Eyed Mask is an Exotic that is COMPLETELY PASSIVE. You don't have to do anything special or change your playstyle... You just get benefits for playing normally and opponents get immediately punished for fighting you. This passive exotic has multiple perks that are better than every other PVP's exotics main perk. Some people are coming in and saying "duhh it's not impossible to beat" as if anyone is actually saying that. It's an exotic that changes the flow of a match without the player doing anything. It keeps players alive and helps secure kills for no reason other than "I got shot". No other exotic is that powerful or easy to manipulate. I have a 2+ K/D. I don't give a fk about individual Titans with OEM... But in a team environment I can't control how impactful these bottom tree Striker OEM Titans are on my TEAM.

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  • Editado por Spawn: 10/17/2019 10:48:54 PM
    So, they just did. [url]https://www.bungie.net/en/Explore/Detail/News/48319[/url] [quote][b]Shifting Sands[/b] We have a few tweaks coming to the combat sandbox in update 2.6.1, which is currently being targeted to deploy on October 29. Here is the Destiny Dev Team to give you the details. [b]Super Energy Refunding Kills[/b] [b]Goals:[/b] For a while now, Trample and Everlasting Flames have been an outlier, especially in PvP. We’ve previously done a pass to add diminishing returns to this but it’s proven to not be enough. In this update, we’ve tightened the curve a bit and split it out over PvE and PvP. This should allow Guardians to keep dunking on combatants for longer while being less oppressive against one another. Additionally, for Striker, we’ve increased the cost of the light attack to make dashing across the map a little less forgiving. We still want this to be used as a way to run people down or dodge and be shifty, but this change should make it costly enough as to be prohibitive as a form of long distance travel. Finally, regeneration will no longer proc on melee kills while in super. The combination was just too strong and overly forgiving of strategic or positional mistakes. [b]Striker - Code of the Juggernaut (Bottom Path)[/b] Trample: - Tuned the amount of Super energy returned per kill - Reduced amount returned possible per kill from 15% to 13% (before diminishing returns) - Reduced the low end of the diminishing returns from 5% to 3.25% - Changed the kills for the diminishing returns by splitting them out between players and combatants Previously it was 15 kills. Now it is 14 combatant kills or 7 player kills (players count for 2X towards diminishing returns) Cost of light attack in super increased by 50% from 2% to 3% Regeneration on kill no longer procs on super kills [b]Shoulder Charge[/b] We’ve removed a bug that allowed players to shoot immediately before activating shoulder charge, which allowed players to apply the 1-2 Punch damage buff to shoulder charge. This bug was caused by a quality of life change made for Tempest Strike. Before Shadowkeep, if player's had the sprint button configured as "hold to sprint", then they would need to be holding the sprint button while sliding in order to activate Tempest Strike. With the release of Shadowkeep, we added a small window of time where players could activate Tempest Strike after letting go of the sprint button. This change had unexpected effects on other melee abilities, so we have reverted this change until we can find a better fix for Tempest Strike.[/quote]

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