[b]Update(10/01)[/b]: [i]Wow I did not expect to see this get the attention it did. Glad I know there are others who feel its too slow (before factoring class stuff). All I can say though is I hope bungie makes updates to tweak it so playstyles revolving around Mod applications favoring abilities or armor stats takes effect. Its fun when choice plays a factor so its not only your style, but its also viable.[/i]
As I write this, its been a good while since D2 has been out and one of the biggest things that perhaps became the hardest to adjust to was the changes to our ability cooldowns.
Back in Destiny 1, we all know how the aspect worked, gear could come with a stat related to STR, DIS, or INT to reduce the cooldown of our melee, grenades, or supers.
What happened at one point (I believe around the taken king) armor would drop with randomized values (including exotic armors) with a variance of low to high amounts of any of these stats.
The drive for these was to seek out armor with secondary stats so we could make a build focusing and prioritizing how quickly our melee, grenade, or super came back. Obviously though it was tuned so that you couldnt feasible max out all stats.
Stats had 5 tiers, every tier you broke through would reduce that cooldown by a bit more.
It was ultimately something that while random on gear, it was universal for grenades and melee to have a default 1 minute or so cooldown and eventually it became around 25-30 seconds if you had max. For Int, it would usually knock 1 entire minute off the cooldown.
This was before the various talents or passives like overload, gathering storm, stoke the forge, bastion, etc came into effect via the players choice.
What I remember, I was a sunbreaker, took the armementarium, had max DIS, took arms with melee bringing back grenade energy with simmering flames and stoke the forge. It was a build where things constantly kept coming back.
Now in Destiny 2, one of the major things I understand is, bungie wanted to make us not as powerful, which is understandable.
But the recharge on grenade and melee, at base, is well, about 80 seconds now right?
Naturally again, some subclasses have means to restore their abilities faster.
But then there are the means to replace the STR, DIS, INT, we have the armor mods.
And this is where it gets, annoying.
You can have, at most, 2 mods for melee or grenade, and they only reduce the basic cooddown by, 7 seconds or so, basically they tune it down to about a minute...
thats it...
even in D1, when we had more power, I never felt as though there was any grenade spam (havoc mode was different, sunsinger super was designed that way, simmering flame sunbreakers had a pro/con effect and in PVP holding the super wasnt always the best, not like it was even doing anything until they were supercharged) and melee wasn't ever in a position where it was absurd PVE wise,
but thats just it, we have these mods, shouldnt they be worth more? If someone wanted to spec into their abilities rather than the armor stats, shouldnt we get a notable effect?
Its the reverse problem for class abilities, they recharge so much faster, there is outright no point in taking a paragon mod of any kind when its cooldown is merely 3 or 4 seconds,
the purpose of stat investment in the last game was striking that balance or focus for what your playstyle and class abilities felt good together.
This time, why is it that our investment in secondaries is much more minimal? [b][/b] [b][/b] [b][/b]E
-
-
1 ReplyEdited by JJIBIIIS: 10/4/2017 5:07:36 PMLike someone so kindly pointed out to my last post regarding Riskrunner, yup it's a weapon but example all the same! ACD and Doomfang x 3 cool down and also helps if you max mobility on armour! or Mask of the quiet one for that matter which has some serious synergy when popping WoD - Dome over a dead vex pool, not only does this stop you from dying you have your ultimate back popping orbs like candy, do I have to say why it's more balanced this way or are you cry a lots going to try and actually put the time in to testing things properly, put in the grind for the correct mods, spec to the Exotic as favoured and not a bit here a bit there for balance, make that exotic work as intended or someone like me will come along and something that one shots in PvP every few seconds because the cooldowns help me do it! a thinking mind is far better than a spoon fed one! I don't see the problem that your having! [quote][/quote]
-
It’s mainly like this since bungie REFUSES to separate PvP and PvE.
-
It's because of pvp...90% of all balance changes in destiny have been for pvp
-
27 RepliesEdited by U8043781: 10/2/2017 12:02:33 PMIt's all bc of pvp bro, pve is in such a stale boring place right now it's not funny. All these changes are bc of pvp and it's really disgusting. Remove pvp from destiny make exotics worthy of being called exotics give us our space magic back and make pve great again!
-
3 Repliesfor Cooldown time to Matter the ability itself has to matter first why should I care how long my tickle grenade takes to recharge? it wasn't going to do anything anyway
-
I dont think it will be that easy. As a voidboi warlock my grenade cooldown is insane, I can easily throw a super charged vortex nade and within 10 - 15 seconds have another one ready, even without my melee ability its incredibly fast. The problem I see is if they buff cooldowns, voidbois and solar titans (maybe, havnt tested the exotic chest for cooldowns) will become incredibly powerful, voidboi being clearly OP to me. What can they do? Buff everything except voidlock nades, just because they have the potential to be powerful? They can, but then the voidchaos subclass loses what it has going for it; short grenade cooldowns. Also maybe forcing players to do the same build as me just to keep up with the other classes cooldowns, and I dont think Bungie wants to force builds. Or maybe Im fanboying too hard over the voidchaos and it needs a nerf, then everything can be rebalanced :( I do Like the new system with the mods and recovery and all that, but right now it does seem harder to balance than the system in D1.
-
6 RepliesI agree. I like to play a fast and elusive nightstalker, so my mobility is really high and almost every mod is towards ability cooldown. 1 to gernade, 1 to recovery, and 3 to class ability and I still feel like I'm being held back in options. In D1, I had more control in my character's setup with having the gernades and melee charge cooldowns at max with as much mobility I can squeeze out. It was a great system. Now in D2, armor is extremely limited in what it offers to the dynamics of character customization and mods (which still is a good idea) that offer small tweaks and boosts to your character. I think that armor should offer more by giving additional bonuses such as increased ammo capacity, grenade throw distance, additional gernade/ melee charge, increased jump height, etc. Just simple yet effective perks that will allow us to build our characters to our specs.
-
Though I don’t miss the Int, Dis and Str. I do wish the mod system had more depth to them like rare mods have one perk which is decrease recharge rate for either grenade, melee, abilities or super. While legendary mods have two perks; then there would be exotic mods and they will have all perks but can only have two active. For weapon mods they should add to the element to increase either Stability, Range, Handling and Reload Speed.
-
1 ReplyEdited by BraddyBo: 10/2/2017 8:49:35 PMMods reduce all ability cooldowns by 9%, 18% max per ability (obviously excluding supers). Bungie really can't decrease cooldowns by much without causing abilities to become op since all guns suck, "special" weapons are "heavy" and overall movement speed is much slower than D1. Instead of a team shooting shit show it would be a ability spam shit show + team shooting.
-
4 Replies-blam!- this pvp balance bullshit! pve is ruined! it takes ages for my super, it takes years for my grenades........ im no longer a running tank. im a wet blanket.
-
1 ReplyI was just talking about this last night... It's a joke that the Mods are essentially only good for the +5 power rating and nothing more. One of these days I'm going to see just how little time is added for Class Abilities, Grenade and Melee mods. The simple truth is that the old system was perfect. It told you specifically what the cool down of each ability was based off your INT, STR or DIS. They remove that for stupid mobility, resilience and resistance which don't seem to do much all while adding mods for the cool down. Like I've been saying from day one. It seems Bungie takes 1 step forward and 5 back. They remove great features, aspects, trivial things from D1 and make ridiculous changes for D2. And if it even remotely relates to PVP as to why these changes have been made. I will say this again as I always have. If you want a truly balanced PVP then make specific weapons for and adjust sub classes respectfully for PVP. Be it whether only Shaxx/Saladin provides Crucible weapons or you can use green, blue or Shaxx/Saladin provided weapons for crucible. That is the only way.
-
4 RepliesEdited by blade329: 10/1/2017 7:08:01 AM[quote]Now in Destiny 2, one of the major things I understand is, bungie wanted to make us not as powerful, which is understandable[/quote] No, it's not understandable. Have you seen Bungie's promotional videos for the game? It shows powerful guardians causing havoc with powerful abilities. Why show that when it's not the case in the game??????? Can you imagine what the back of the Destiny 2 case would say if it were honest. "Saddle up a guardian and protect the earth. With slower movement, weaker gear, and less space magic, be ready to take on the vile Red Legion. Explore the vast worlds for even more weak gear for your guardian to utilize in this endless quest to get more weak gear." How well do you think that would sell? Yet, it is the truth. It's a garbage system. Weak expendable mods for gear that is going to be dismantled. So, that keeps me from using them. There's also nothing there to tell you how much difference any of them means to your recharge rates, unlike D1. I hate the long wait times for the supers. I'm forced to hang on them longer than I would like in PvE. It sucks. There is ZERO reason why I should be limited with space magic in freaking PvE.
-
7 RepliesThe recharge rates are a joke in this game. Easily the biggest flaw with Destiny 2 is how they nerfed so many aspects of the gameplay just so the PvP crowd could have a safe space and didn't have to be scared of those big mean shotguns. Makes you wonder why Ghaul even wanted this "incredible" power in the first place.
-
1 ReplyExotic mods that either stack or grant gigher benefits would be an easy change. Have xur sell them. 2 birds 1 stone. Xur will become more useful and we have better ways to be stronger.
-
Idk half my engagements contain grenades.. That's not unique.. COD is grenade heavy too. I like the way pvp plays now. It's refreshing and a challenge.
-
Unrelated: i miss keyhole + combustion :(
-
4 RepliesI agree. Take away my guns if you have to i just want somthing fresh and not (insert generic FPS title here)
-
1 ReplyHas anyone factored in the exotics on top off said mods? I'm currently around 12,000 kills on void Titan and have to say, if you build around an exotic piece your results tell a different story! After playing D1 extensively on PS4 now playing XB1, what I'm finding now is that exotics are exactly what they're supposed to be! So, peacekeepers: riskrunner or peacekeepers with Mida combo and add to that x2 mods for kinetic and energy handling/stability and you have a crazy accurate sub machine gun build that tears through PvE and PvP respectively! God mode is no good for anyone, but what I'm finding currently is that EXOTIC means something this time around so making the game noob proof would just break it!!!
-
Cooldowns in general have slowed a lot, I don't really have an issue except their damage is too low. Melee takes 3 hits to kill someone, a throwing knife to the head isn't fatal... There should be a grenade and melee dmg mod which would make these more affective like reducing melee to a 2 hko with 1 mod and a 1hko with 2 imo
-
One of my favorite changes was when bungie altered the intellect/discipline/strength into tiers and gave you actual numbers of how much of a difference each tier made. Likewise, it would be great if cooldown mods actually told you how much benefit you got ie 1:23 --> 1:13
-
15 RepliesIts almost like youre suppose to use guns more than abilities...
-
3 RepliesWhy do people keep saying Bungie wanted to make us 'less powerful'? They did that. It lasted two missions. The real reason they gimped melee and grenades is pvp because people whinged about them so much. All Bungie needs to do is apply trickle or a variation of trickle to crucible and leave pve the fuuuck alone. Or, preferably, apply a natural buff to recharge rates for pve and avoid nerfing things. Nerfing doesn't 'unhide the fun'.
-
This pvp balance crap needs to stop. Look Bungie, I know you're trying to make it so we all get to bring our individual guardian in with our special snowflake guns, but stop. Really, just STOP. We don't care about bringing our own guns into the crucible if we want balance, cave and limit load our choices. I don't care even copy Halo and make other stronger weapons spawn and we can dance around a sword for a minute until someone grabs it and wipes the team. But leave PVE alone and if anything double mod impact on abilities or give us extensively increased power, either or is fine.
-
9 RepliesThey also removed alot of the recharge means from some classes. I remember Arc Warlock used to have a synergy ability that allowed grenade kills to recharge melee and vice versa.
-
They simply should‘ve left PvP as it was on day1 vanilla D1. No nerfs, no buffs, nothing. Just play it and have fun, stay in PvE...or piss off. Pretty simple.