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#feedback

2/16/2017 8:16:15 PM
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Hotfix 2.5.0.2 Feedback

There are a lot of threads out there already on the new changes, but I wanted to give a central location to point everyone to when they ask me where they can share their thoughts. Now that you have had a few days to play the new changes we want to hear what you experiences have been playing. What do you like? What do you hate? What do you think is good but could be better? What would you change?
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#feedback

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  • BXR Lonestarにより編集済み: 2/16/2017 9:23:46 PM
    Cozmo, Quite frankly, this patch shows the sandbox team's arrogant PVP First attitude and the fact that, in spite of recent lip service, they are CLEARLY giving ZERO consideration to the PVE community with regards to how specific balances will effect PVE. It is a crystal clear sign that can no longer be ignored as to why PVE and PVP balances MUST be kept completely, totally, and emphatically bifurcated so that they can balance weapons differently in PVP vs PVE. With that thought in mind, I'm going to post a link here giving a detailed post regarding how the sandbox team COULD have balanced Truth and pleased BOTH crowds with the same patch, IF ONLY they had thought about giving PVE players something IN EXCHANGE for the decrease in amount of rockets in the tube. Link here: [url]https://www.bungie.net/en/Forums/Post/222330941?page=0&sort=0&showBanned=0&path=1[/url] In order to spare you the details, I proposed that the total damage spread over the three rockets Truth held in 1 tube could be condensed and the damage of the SINGLE rocket could be increased to be equal to the total damage imparted by the three rockets. The ammo reserves could then be halved, so that total damage output isn't too far out of hand. The net result would be a PVP nerf, and a PVE BUFF in terms of total damage output. Here is an example of the math: Assuming Truth did 20,000 damage per rocket when it had 3 in the tube, if that damage is compressed to a single rocket, that would mean 1 rocket doing 60,000 damage total instead (this is equal to the TOTAL damage output of three rockets when it had 3 in the tube). The result is actually FASTER/MORE DPS in PVE, and it still keeps the PVP desired format for the sake of "balance." The damage total numbers look like this: 6 rockets at 20,000 damage each = 120,000 TOTAL damage. 3 rockets at 60,000 damage each = 180,000 TOTAL damage. EVERYONE can win, even with a single balancing patch applied to BOTH modes, but it requires a give-and-take approach in order to balance PVP interests with that of the PVE community. But first, this will require stripping out the PVP-FIRST mentality of the sandbox team and allowing PVE players to have input on what they would want in return for the proposed PVP changes. I think that is PERFECTLY reasonable. I invite your reply, though I doubt I will get one. [Edit] And I am only using Truth as an example here. They could literally take this approach to balancing in other situations and we can have a better overall net outcome for both communities.

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    13 通の返信
    • The way special was nerfed was way too harsh. All the exotic nerfs were just bad and unneeded. Universal remote now has no hope to ever be seen in pve again. Truth is now pointless for pve. Nerfing regeneration was one of the stupidest things to ever come on a patch. It completely destroyed Arc Blade and Red Death, 2 things that people were asking to be [u]buffed[/u]. Buffing auto rifles was good. Nerf high rate of fire pulse rifles by damage, stability, or range, not by rate of fire. Nerfing blink and Quickdraw on Blade Dancer and Ophidian Aspects was laughably stupid, they also pointless to use now. Once again, "buff blink by taking off its recovery penalty" does not mean remove Hud after using blink. Nerfing air accuracy for shotguns was also bad. Buffing air accuracy was good for primaries. Bungie, you realize the community wants buffs so that gear and abilities balance out to be effective instead of ineffective, right? Like in Year 1? If something isn't viable, buff it instead of nerfing what ever is over used. And for the record, your devs are giving you extremely flawed information, as seen on the stream.

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    • You didn't fix special ammo. You just made it more annoying to get. I am on average 30 seconds away from special. Most of the time I may just camp that position with no enemies around and get special. All you did is slow down the game.

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    • I personally love this patch just because of the primary buff. But removing special ammo after death and nerfing tons of weapons and abilities that need BUFFS instead of nerfs (Looking at Red Death and Bubble). If they could reverse the unintended consequences of the bladedancer nerf and maybe make it so you keep 1/4 of your special when you die, then I would be happy with the state of the game as a casual player

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    • Still getting no hits registered when using the test hand cannon.

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    • Weapons and special changes are fun. I realize some people don't like it. I happen to think it's a breath of fresh air to see the kill feed showing mostly primary kills.

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    • Like: The handcannon changes feel great. There's a defined range to use them, and they feel fun to use. Damage dropoff is a better mechanic to mitigate range than inaccuracy. Hate: The health regeneration bugs are unfortunate. Bladedancer feels even weaker in PvE now, which sucks because it's a cool concept of a class. Good, could be better: Special ammo changes are a great step forward. I don't feel like I'm getting bombarded with deaths to special weapons, yet it spawns often enough that I don't feel starved and forced to use Invective. It's a good balance right now. The Elimination playlist, however, is fairly slow and people are hanging back for special install of engaging. Sidearms feel like a must have for Trials this weekend. What I would change: Something with the special ammo economy in Elimination. Maybe try centralized ammo boxes, or quicker ammo spawn times, or keeping a portion of your special ammo between rounds. That's a very tricky one to balance. Also, I'd change something to make Blade viable in PvE again. Buffed damage is too simple of a solution, so maybe some messing around with the utility of invisibility? Not sure on that one.

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    • You ask us for feedback on your game ? Why? We aren't the top 1% Oh i get it now. You listened to them and they gave you crap. now realizing were pissed and leaving to play other games where our feedback is appreciated and listened to??? Bungie is its worst enemy. You constantly shoot yourselves in the foot. I guess you guys are worried about part 2 sales. Lol Good luck with that

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    • 1
      I like the game and the shooting and the competitiveness environment that at moments are amazing There's a myriad of things I don't like but at this point it's a moot point. The game and engine are old and I'm sure the ability to change things are limited. Upon dying special ammo should boy be depleted. Maybe halfed or something but not completely gone.

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    • Best update yet! Haven't had this much fun in a while. Love the change to special weapon ammo in pvp, only suggestion would be to make it load our guns if we open the crate like heave does. That would get people back into the battle faster. Like the health changes to supers, would like to see it not effect exotics like Red death, no backup plans, etc. Other than that this update is phenomenal. Haven't had this much fun in a long time. Don't mind the salty shotgun warriors they were ruining this game.

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    • What do you like? - Shotgun and Auto Rifle tweaks What do you hate? - Special ammo economy, bad. So bad. - Very high rate of fire pulse nerf - Blink changes - The health messup What do you think is good but could be better? - The high rate of fire pulse change was needed, but too heavy handed. Bring back its rate of fire, alter something else. Dont effectively remove an entire archetype of guns! What would you change? - Aside from the above or reversing the bad, increase tripmine damage to its original value (since you upped shoulder charge and other grenades damage, they should match) - Buff Knucklehead Radar to have advanced tracking and radar so its a viable exotic again - Add a cooldown to shoulder charge (if it makes contact, make it use up a melee charge, and only allow it to be used if melee charge is full) - bring back special ammo, this really hurts us fusion users - Introduce one or two exotic fusions: 1) Like Invective/Icebreaker, it needs to recharge ammo; or 2) A fusion rifle that can be used in the primary slot - If you dont bring back special to its previous setting, remove it from sidearms to even the playing field. Makes no sense sidearms have an advantage over shotguns and fusion rifles out the gate.

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    • JungleofTaxemesにより編集済み: 2/16/2017 11:04:30 PM
      For Destiny 2: Don't let 1 hit kill weapons be equipped in pvp unless they use heavy ammo. If a player chooses between a 'special' or heavy weapon, they can keep the special ammo on death but lose it for the heavy. Have JUST 3 sidearm archetypes and have them be more central to our loadout. It is so much more fun not getting ganked every 20 seconds. Also, and/or have Shaxx come up with an exotic ban list in D2. Avoid a lot of the complaints you've seen on here while allowing more primary focused gunplay. Or, let thorn 2 tap again. Loving the patch so far except for icebreaker/NLB. Would like to see ice breaker not allowed in crucible and NLB to lose ammo on spawn TBH. Yes, it goes against whatever design principles you have about how we should do the same things everywhere, but some exotics are not good in pvp. Compromising to have them fit in both just makes pve and pvp players complain.

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    • The ammo thing is bullkrap. Give us less per box but go back. Old way

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    • [quote]What do you like?[/quote] I think it's too early to know how Trials will be affected, but I don't find special upon death in 6v6s all that frustrating. I personally never had a problem with my opponents using their special way more than I was. It was a style to use your special as a crutch (and snipers were just as guilty.) I think the other weapon changes feel fine. [quote]What do you hate?[/quote] I think if Hungering Blade was too strong the way it was and was changed to be a flat health amount because it could happen in a row, then the other health perks really needed to be left alone. The rest of them already did have cooldowns between uses and I think it's a very silly thing to leave in the patch. Also, I think either everyone has to play by the new rules, or no one should. Having NLB be a primary sniper, Uni be a primary shotgun, having Ice Breaker be able to regen ammo, and having sidearms respawn with ammo are all just workarounds to the special ammo economy. We already saw this in Crimson Doubles and in round 1's of Trials last year: you put yourself at a disadvantage if you don't join in using a workaround. I don't think it makes sense for there to be a way to exploit the special ammo economy changes and be armed with your special when your opponent will not be.

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    • I like that hand cannons feel more accurate and the in air accuracy increases to all other primaries is very much welcomed. The changes to jug shield deal with the previous difficulty of jug skating titans without killing the perk as a whole. I like the changes to high caliber rounds - both the reduction in effectiveness for pulse rifles and the increase/change in effectiveness for them on Hand cannons and scout rifles. I hate the changes that have been made to bladedancer - the subclass as a whole feels very weak now. I understand and support the changes to shinobus vow however I feel that the changes to both hungering blade and blink mean that attempting to close the distance to your targets (particularly while in super after your first kill) leads to you being shut down far too quickly. It seems that the class, which is built around melee and mobility, is the least mobile of the 3 hunter classes. It now seems to exist in a position where, despite needing to be at point blank range to get a kill, it has the lowest mobility of the wandering supers. Sunbreakers and Stormcallers have far greater mobility and can kill from much farther away so find these changes to the class slightly confusing in the wider context of the game. I like the attempts to being primary play more in to the game however I feel that the special changes that have been used to do this are the wrong way of approaching this. The loss of special ammo means I am frequently in a position where I do not have the weapon I have chosen available to me when I am in a situation where it is needed. This leads me (and may others) to amend my loadout to incorporate a sidearm so that I know I will have a special (though not perhaps my special of choice) available at the time I need it. I feel that this could have been managed better by changes being made in inventory sizes - higher impact weapons give far less ammo on start and on pickup then the lower impact versions. I feel that this change would increase variety without a single archetype becoming overly prominent. Thank you for taking the time to speak with the community about their thoughts on this patch and hope that you receive constructive responses from them (though I doubt this will be the case in the majority of posts).

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    • And. here. we. go.......

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    • stitchjujuにより編集済み: 2/16/2017 9:46:34 PM
      Overall, I like the changes in [b]PvP[/b]. There are a few issues that I have though. Cauterize feels nearly useless with the three second cool down. High ROF pulses are weak now, well, the Clever Dragon archetype (this change is welcome, but it feels like the actual damage was put in a trash can). I am not happy about Truth. If we were given the reason for the reduction to the magazine, I think people would understand. People do use this weapon outside of PvP and it may be used less. I enjoy the change to hand cannons. The damage fall off is extremely noticeable and forces some diversity. Can fusion rifle users get an exotic that regens ammo? Yes, we have replenish and we have performance bonus. However, we don't have the luxury of Invective, sidearms, and Ice Breaker. Although, Invective takes 30-ish seconds to regen four shells. I think the regen time could be between 10-15 seconds. I'm not sure which fusion rifle would be best to have that capability. Edit: Forgot to specify the changes are decent for PvP.

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      5 通の返信
      • [b]what do I like?[/b] Shotgun adjustments. And in air accuracy seems to be through the roof when I was playing patrol earlier, I like that. [b]hate[/b] Your obvious lack of testing before pushing out updates to our consoles. You've created a thread detailing inadvertently changed perks due to hungering blade. The fact you left this in the finished update clearly tells everyone that you don't test your changes across the board until last minute. Plus, you basically said the hungering blade change wasn't warranted and only happened because your playtester couldn't beat it. Not a reason to do anything other than artificially extend your completed work log so it looks like you've done a lot of Much needed work but in reality, you haven't. If you want to change special ammo so drastically, why don't you remove them from the game for a set period of time and have them intermittently available from then onwards. detailed example; Match length - 10:00 Special weapons locked out for 2:00 Time remaining 8:00 Special weapon unlocked, and loaded/or unloaded, find a crate to load up. Crates continue to spawn every 20 seconds for the next minute Time remaining 7:00 Special weapons locked out for 2:00 Time remaining 5:00 Special weapons unlocked, and loaded/or unloaded, find a crate to load up. Crates continue to spawn every 20 seconds for the next two minutes. Heavy ammo unlocked simultaneously. Time remaining 3:00 Special weapons locked out for two minutes. Time remaining 60 seconds Special weapons unlocked, and loaded/or unloaded, find a crate to load up. Crates continue to spawn every 15 seconds for the next minute. Special ammo you collect will remain when it gets locked out, so I can keep my ammo for my matador until it's unlocked so I don't have to spawn camp an ammo crate and get stuck in. Ammo is kept upon death since I'm only able to use it in the allocated time. I believe this would help much more than your changes. it breathes new life into the match every two minutes and actually makes special weapons, special.

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        1 返信
        • I like that the meta now may include more than one primary arc type and one special arc type. I don't like that I loose my HUD for a short while after using blink.

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        • ric89tabにより編集済み: 2/16/2017 11:44:45 PM
          I'm ric89tab I have 100s if not almost 2000 hrs of destiny and big on crucible game play. I'm in the top 1% DTR and games played also diamond 1 rank in many things. Here are my thoughts What I liked- high Cal nerf, jugg nerf, handcannon buff, auto buff, high rate pulse buff What I didn't like- first off didn't like the perk nerfs on hungering blade and all regen this was very unnecessary. Blade super is very weak in defense and needed this to stay alive just a tad bit longer also helps other characters fight a bit longer. Quick draw perk was an even worse decision it gives us a small advantage but it isn't broken. The new handling thing is completely useless and it ruins warlock exotic along with quick draw. Should of been left alone. Tons of games have quick draw perks and never labeled them broken like cod. Special ammo gone after death is to much especially since no land being the worst is always there, side arms, ice breaker. It ruins play style, ruins even decent use of special cuz on average ppl die every 10 seconds it's not hard to die. I got killed by a shotgun maybe once a game that's how bad it is now. So also kills us from getting good with special bc we never use it. Weapon nerfs- truth nerf is awful should be left alone. High rate pulse rifle nerf is not necessary only high Cal was a problem the magazine is way to small now. Pvp and pve should be separate and if you can't do it then don't mess up major subclasses from their original functions. What you should do!!! Special ammo upon death should reduce in the mag by 25-50% every time you die you should gradually lose ammo. So this provides us to have atleast a back up for skilled play with special without having huge reserves bc u will lose some Everytime till it reaches 0 and u need to pick up more. I don't have a testing lab but may need to up the time on special for this or leave it at 60 Secs. Some thoughts are 50% special loss with special every min or 25% loss with special every 90sec. Also buffing primarys along with this can help against the special usage. Weak and strong sub classes need some tuning. Blade is now weakest subclass hands down. Blade needs quick draw back to normal, hungering blade to normal. Blade needs overall a buff to its super in terms of timer, damage, defense, energy in kill and swing. They die so fast meaning they are just very squishy shotgun melee and dead. Soo needs to be able to survive that and 2 shotgun shells. Really I think it needs to go back to yr 1 status to even compete or close to it. The exotic helmet eyes of the 3rd man don't seem to even extend duration or kill count it needs a buff along with the chest exotic that makes you get the super faster. Hammer titan is in my opinion strongest roaming super but I would say let other roaming come closer to it then nerfing it. If a hammer can kill a blade then a blade swing can kill a hammer period. They can throw hammers n my face as it is before I get to him but if I do get to him and hit him he needs to die. Storm caller maybe needs a nerf to ionic blink maybe cool down after 2 blinks like hunter and warlock blink. Or super energy gets eaten away for every use. Everything else is fine Radiance- same thing with others it should 1 hit kill even a hammer titan or blade along with other roaming supers killing radiance in one hit. Grenades- arc bolt needs more damage along with all the other bolt grenades to take half damage. The gunslinger trip mine was most skillful stick grenade it needs to stick ppl again it has no aim assist so why can't it do what did originally??? It isn't OP also defender/warlock stick grenades are more aggressive then hunter and also cause secondary large explosions like frags. The Flux should do this as well or make em all the same for balance. Supers- roaming supers for balance need to all share the same energy time and energy usage on kill. It's not balanced when other roaming last longer or do more damage or have higher armor stats like the hammer titan who had immense defense, speed, time to kill, range, lots of hammers. Panic supers need to be nerfed in terms of they should of died but survived bc they popped their super. Like when a blade swings at a titan but he survived bc he quickly panic super.. Hell no he should of died. If he wants to smash he needs to do it first before being swung at so that needs fixing. Also nightstalker arrows are so inaccurate they need a wider range of impact then a pencil point cursor. I put nightstalker at worse super in the game bc of this. Defenders need less armor health in the bubble shield itself u really would need a team of 6 to shoot continuously to stop it. Overshields- don't agree with them at all especially warlock. It would be fair to give Hunters the ability since warlocks and titans have it. You can even make hungering blade gain over shield on hit that would actually make it good. Tie it in with the warlock. And overshields shouldn't stack I'm pretty sure this happens with defender titans and exotic gauntlets making them impossible to kill. Melee- Hunters have awful melee big problem with gunslinger and night S. Is they throw knives or bombs on accident. Can we get a double tap on melee to release knives and bombs? Also they have weak base melee can we get a added buff to range on all base melee with no special things to it?? Also blade dancer hit detection is horrible needs to be checked. Back stab perk is so situational it should cause instant death or increase melee damage. Its the worst perk in the group for melee it needs to be more useful. Titan skating!!! - needs a nerf big time. They found a way to break the movement speed there has to be a way where once they launch they can't launch continously in the air. Or if they use garrison exotic they have to land and can't skate in the air right after and play superman. It's so broken it's crazy especially with new in air accuracy. Blink- it's almost useless it needs to get recovery back at the very least I don't even care about the hud. Main reason I can't use it is bc recovery time soo bring it back. Amor/speed/recovery values- all of this needs a buff. Different classes doing different things is stupid and unbalance. Titans and warlocks pound for pound are better at crucible for high armor and fast recovery while Hunters lack recovery stat which is super important to get back in the fight. Let these perks create our own builds easier to fit our style on all characters. Also be careful bc adding to much speed can make titans and warlocks super fast soo it has to be in conjunction with their glide and launch abilities n terms of speed. Hunters should be the fastest but it's not true so if you don't want them faster give them recover upgrade the Stat Is way to low if you want max armor. Weapons- no time to explain arch type pulse needs a buff. Needs faster time to kill still not competitive. Autos- need more stability and range still feel like they need to be more accurate a bit further away Handcannon- needs to drop off at a little longer range. Stability perk should significantly stop bloom effect max stability or close to it should erase bloom, that's why they come with lower range. Scouts- they need a damage buff maybe 3 shot to the head not 4 on scouts like cryptic dragon. Or maybe do more damage to the body over all. I think this is all I got for now feel free to comment. Took me a while to think of this but i do it for the bungie community and want the best for it.

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          2 通の返信
          • What I like, the fact that primaries are used now. which means that the changes to the special seem to be working well. it has brought the sidearm as a possibility and yet allows those who want to snipe or shotgun the opportunity to use them still.. overall, it appears that we will have more variety, but, its early. people are testing out many weapons and perhaps in a week or so there will be a designated archetype meta for specific weapons.. so far though its good. What I hate. the fact that you would put out an update with more unintended changes than ones that were planned. regardless of its effect on the game being good or bad, you let something out into the world that clearly couldn't have been tested well to ensure no other aspects of the game are involved. This is a poor business practice and has dwindled the little trust the community has with implementation of any patch/update or dlc.. bad move here. What could be better. completely remove bloom. I realize what you are trying to do with HC and giving back the original range and accuracy is a good thing but, the problem remains that randomizing my skill is not ok. No other weapon does that, if you hit your reticle is on the target and you fire, you do damage, but, HC have potential for the shot to miss.. if you want to slow down rate of fire do that.. but, don't marginalize my skill with random misses. What I would change.. how you communicate with the community. WHY did you make the choice to go from 3-1 in truth.. why did you think that nerfing hungering blade was a good idea. Why after all the bluster about hearing your community and how nerfing things is bad did you go forward and nerf a pile of things. many of us would like real explanations as to what you were attempting to acccomplish and why what you have done will accomplish this. Further, please explain to us why updates/patches are always centered around pvp play instead of a balance between both? You are the ones that want each weapon to feel the same in both arenas so there is no difference in our hands yet, we have pvp, light enabled pvp, pve that relies on the location and task at hand and not our light and finally end game pve.. in each situation our weapons react differently doing different damage so why not split pvp and pve to work on balance. The game has me invest 3000 hours so I can't say I hate the game. I love it, love playing it, but, I get frustrated when you make changes to the game that seem to contradict the words you have spoken or written to the community. Its a beautiful game, great gun play, poor story, poor security when it comes to lag and balance seems to come always at the expense of pve players. I do play both but, its frustrating to see the potential of this game after 3 years and notice that you don't change your tactics in anyway while finding ways to balance the game, or communicate with the fans.. your fans are not the streamers making money doing carries and requesting donation, it is a job to them.. your fans are the ones that play minimally to alot like myself that want to believe you can deliver destiny 2 as a great game.. yet we are all wondering if it will end up just like Destiny has.. full of promise but, falling painfully short of what it should be due to mismanagement internally..

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            3 通の返信
            • I really like everything except the skill-less attachable grenades. I am glad that the non-scuf using players can now have a closer competitive match with the modded controller (scufs etc.) It's no mystery warlocks were abusing melee regen with shotguns last patch using modded controllers...

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              1 返信
              • Did you remove my post?

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              • Spacedublinにより編集済み: 2/16/2017 10:43:00 PM
                What do you like? Primary battles, hand cannon accuracy, pulling out my super pox vlo pulse from vanilla and having it actually compete as a low RoF pulse rifle. What do you hate? The slow pace of gameplay now that no one ever has special ammo unless they are crutching on sidearms because they are actually absurd in medium-short range engagements, making them just as good as a primary, if not better. The ammo camping, generally i hate everything that feels forced in order to do better in this game. I dont like being forced towards a playstyle, in this case - auto regen ammo guns and sidearms, or primary special weapons with no flinch. Elimination game mode was actually terrible to play, to me that means trials will be terrible too. What do you think is good but could be better? The things that are good are fine, i really have nothing to improve on for the things i enjoy. Maybe a gunslinger buff, their neutral game used to be so good. Now they are just kinda meh, with their super being the best aspect of them :l What would you change? The special ammo economy. Id keep it so all special ammo is lost upon death, even for sidearms. Getting a kill against someone with special would drop 2 ammo max (fusion, shotgun, sniper) or 1 clip for a sidearm(idk the number) and ammo would still spawn every 1 minute. Picking up special ammo from a box would auto reload the clip. This would make it so you have special, but not so much where you can decimate a team over and over before they get a chance to get ammo. Id also nerf the hell out of the magnetism on sticky grenades, they are so broken its almost comical. Id revert trials and elimination back to the way it was before the sandbox update.

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              • What I want changed separate PvP and PvE. The patch broke the hell out of pulse rifles in PvE it's the Assult rifle nerf fro.year one. There is no smooth transition from PvE and PvP they all together have very differnt damage numbers. Let alone the game was built for the PvE. The balance patching is doing nothing to help the entire game just breaking PvE stuff to fit in PvP.

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              • The only things that were done right on this patch are: 1. The Shinobu's Vow nerf. 2. The high RoF Pulse Rifle/HCR nerf. 3. The Juggernaut nerf/tweak Everything else was a mistake. EVERYTHING ELSE!

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