JavaScript is required to use Bungie.net

サービスに関する通知
Destiny 2 はメンテナンスのため、一時的にオフラインです。@BungieHelp で更新情報を確認してください。

フォーラム

オリジナルの投稿元: Hotfix 2.5.0.2 Feedback
2/24/2017 2:59:31 PM
9
Maybe I am a bit late here, but I wanted to thoroughly test all kinds of things in game... WHAT DO YOU LIKE? I LOVE that you guys are now opening a dialogue with us before doing sweeping nerfs... I like seeing more primary usage and less "shotgun apes" who aim for the cheap-shot kills I like the balance of abilities like Juggernaut shield do its no longer "the only way to Titan" I like that you took the timer down on Stormcaller if landfall was used as it does give them a Titan super (at approx 2/3 the size) plus roaming capabilities (negative on that in a few moments) I like that you tried to fix Stormcaller melee range (but didnt really change it due to perk tree enabling it again) Shotguns -- you didnt Overkill the nerfs (except on universal remote and special ammo overall Handcannons got put ALMOST to where they need to be as a whole Auto Rifles getting ANY buff is good to see, maybe up em a tiny hair more? the fast fire pulse nerf was on point as well as high caliber rounds... Hungering Blade change was fine no super should be able to walk through 3 people while being consistently shot by them or supered on - this fix was balanced Hunter knife getting ANY buff is deserved (maybe add some damage) WHAT DO YOU HATE?: How instead of just buffing all the primaries except the OP ones (clever, grasp etc) and then trimming down the shotguns (which I like the overall shotgun changes except universal as below) and seeing how it goes, you swung a nerf bat at things again... nerfs dont make a balanced game, they make a boring one. Universal remote should have 4 rounds due to the triple nerf it received and the slowed down reload speed as well as the reduced hit chance of its pellets in air or not ADS, at least with 4 shots you can almost get a 2 v 1 depending how they play and what weapons they are using. Blink, the HUD going away should ONLY be on ionic blink The Special ammo "economy" -- completely unnecessary with the changes to shotguns-- OR you could have made it ONLY in 3v3 match types, or make spawn with 0 in 3v3 and then you have to compete for crates and get to keep ammo after rounds as long as you didnt die the fact that primaries are only being used because of the special ammo change its not that they are viable insomuch as we ARE BEING FORCED TO USE THEM or a sidearm (which is better than a hawkmoon not due to raw power but due to consistency MTashed covered that a LONG time ago and I agree with the madman, love the guy) Truth Nerf? I dont see why not make it 2, because if it is a problem then look over at Ghally which could even be considered more of a threat due to wolfpacks... I HATE THE FACT THERE ARE NO DEDICATED SERVERS AND ALSO NO CASUAL PLAY LIST thanks... The fact that I have a 169 to 200 MBps download and a 4.5 to 25 MBps upload speed and get into matches with laggy red barring people --and THEY get the advantage... ??? the hell man... or I'll yellow bar due to some of them in a party all red barring... GET SERVERS FOR PVP!!!!! Hammer titans get the cheapest of cheap abilities and super, tracking hammers with 8 shots... and sticky grenades... but mainly how many hammers you get to throw ... yet golden gun gets 3 shots, and tether doesnt instantly stop supers when shot on or right beside them... suppressor grenades do? Stromcaller super range (before and after chaining) is too far for how much flinch and damage it does, which used to be justified by being able to keep it and even hammer titans in check with a well placed sniper bullet--then damage was reduced on snipers and that whole checks and balances thing went out of whack... I HATE stormcallers camping for more super with the ability in their perk tree--especially when coupled with Skorri's artifact... every round after the 3rd in trials was fighting a super we couldn't snipe out due to reduced damages (or you buffing armor for supers?) and it has become a plague in trials as well as other modes of PVP Quickdraw nerfs??? like why in the world??? Shadestep, Blink, Twilight Garrison nerfs over time ?? one use then a cool down... like WTF bungie? 2x then a cool down I could understand as it created more mobility and challenging engagements, also why can the titan have the ability carry over to any subclass but the graviton forfeit only works on void hunters?? doesnt seem like it should be that way... but whatever its another worthless exotic anyways. WHAT DO YOU THINK IS GOOD BUT COULD BE BETTER?: this game? its great but there needs to be a way to separate PVP and PVE Your teams communication with the players about what you are thinking about changing and why... (not famous youtubers and streamers - but the ones who play and keep you afloat buying merch and dlc and silver not just the free advertisers on twitch)... arguably happening now YAY! The fact that when your team sees a problem the automatic reaction is "nerf something!" I remember there being a discussion about the range of stormcaller ult (distance before chaining off teammates) and how it could be kept in check by "skilled snipers and shotty users" well then you nerfed both of those things that kept it in check because of new/bad/learning/whining players who when ulting didnt move or strafe or blink and would get shut down and instead of learning or thinking about what they did wrong they cry for nerfs--and your team obliges them with a list of them Thorn, you did reduce the DoT on it due to it "being hard to deal with" well now there is an artifact that can make the game balance itself out but you never added to the DoT giving a real reason for the artifact to be used-- now theres a balance in game -- and I'm not saying make the ticks go back to 7 damage x 3 ticks (that would be awesome and even more so justify the artifact being used) but bring it back to something like middle ground around say 4 or 5 per tick x 3 ticks if no artifact and if an artifact make it do the worthless 1 damage per tick as it does now. a higher incentive to use something besides skorri's... Bloom or ghost bullets on hand cannons, slightly reducing them is a step in the right direction but the fact is they shouldn't be there at all when I'm point blank and fast fire literally in melee range while spraying my last word yet 2 bullets land out of 8... the first one and the one before I emptied the mag (shot 7 landed) and died to a titan melee that was his second hit on me... yes that close WHAT WOULD YOU CHANGE? Hand cannons - make damage fall off ranges be four sections where the farthest away at 35 plus meters they would do 25% of original damage number due to fall off, I'd also adjust the Bloom/ghost rounds to be more in line of a cone with that and the max damage output would only be for the first 9 meters from leaving the barrel and drop subsequently in steps from there. I'd also reduce the crit damage a small amount due to lack of maximum ghost bullets to avoid them being the defacto OP go to weapon. the fact that sidearms have better accuracy, more consistency in shots as well as less damag fall off than hand cannons is a HUGE slap in the face. MOBILITY CHANGES Shadestep, Blink, Garrison - make them usable twice before having a 1.8 second cooldown (maybe extended to 2.2 seconds) I'd also make graviton give any subclass the shadestep as the garrison gives it to any subclass, changing the blink helmet as well to make whatever subclass using it have blink instead of glide (which would also reduce the gripes over being a dead bird in the air on a warlock when you doulble jump) Hammer titan - reduce the amount of hammers you get to throw in 3v3 modes to be more in line with how the mode should be balanced and only in that play list style of doubles and 3v3's Stormcaller melee and Stormtrance range - across the board 20% of max range before ability chains off to other enemies. reduce the campability of getting super in groups when using that perk in 3v3's to prevent the slow cheap playstyles, the Landfall perk reducing time stormcaller was active was very much needed though. Snipers - let them be able to one shot precision kill roaming supers (not just golden gun), at least if they are Mid (laughing heart) impact or higher Special ammo: make everyone spawn with 0 but keep it each round if you didn't die in 3v3 modes, make those who die with it drop it for their killer in 3v3 and 6v6 modes. Heavy Ammo: if its gonna drop ONLY ONE time per match make it drop for you and stay on the ground until you pick it up, and if you die you drop it for who killed you (like it used to be in vanilla back at launch) this would also encourage less use of the "I heard heavy is about to drop, better switch to ghally ot truth for 30 seconds" when back in vanilla it dropping every 3 minutes as well as on ground after kills helped make you level out what exotic you were going to continue to run since there wasnt enough time to constantly be focused on switching to the exotic heavy you wished to use Universal Remote and Truth - give them back one round each in the Mag No Land - add 25% of the regular sniper rifle flinch to it (due to scope style etc and can always add more as you go) Auto Rifles - add a tiny bit more damage overall to make them able to keep up with time to kill on similar impact profile pulse rifles Shotguns - give them back some in air accuracy, aside from that you guys hit what needed to be done right on the money!!! Give Quickdraw back, all of a sudden 2 plus years later it became an issue when another subclass got ahold of it? REALLY??? The life gain perks, bladedancer is where it should be, maybe leave voidwalker warlocks the same and titan subclass abilities that gain health (not defender bubble though) gain a part back, such as hammer titan super -- but give back the weapons that gain you your health such as Red Death, Suros etc
English

投稿言語:

 

マナーを守りましょう。投稿する前に、Bungie の行為規範を確認してください。 キャンセル 編集 ファイアチームを作る 投稿

  • If you really think these are needed then why not play Halo or something else? Cause thats what your obviously aiming for here. Just my observation.

    投稿言語:

     

    マナーを守りましょう。投稿する前に、Bungie の行為規範を確認してください。 キャンセル 編集 ファイアチームを作る 投稿

  • well that would be a balanced game example (also one bungie developed the original IP of oddly enough. Hell if Destiny had a pvp playlist with gun spawns on maps and make them all god rolls I'd never leave it and it would actually be a competitive and balanced for MLG to pick up long ago (minus the lack of servers). Also I do play other games, I'm sponsored on Xbone as a gears tournament player(since GoW2) as well as playing OverWatch on PC (competitively) as well as on PS4 for fun. the difference is in the abilities and variance in weapons you can start with when it comes to a Destiny vs Halo argument, and no that's not what I'm aiming for-- I stated how and why the things I posted would balance out other things in the game to actually balance it then it would all be up to team plays and composition (much like in OW or gears or Halo) that would determine winners of matches with a very minimal emphasis on the variance of who grinded it out for that god roll gun, and making playlists where weapons spawn on map would be easy to do as well as the most balanced competitive 6v6 mode (elimination no revives- except self res super, first to 4 or 5 wins, all start with khvostov and progress toward other weapons but upon next rounds start youre back at square 1 as this updates overall goal was on special economy) because let's face it the 3v3's mode of trials encourages the slowest saddest gameplay styles and actively causes nerfs and balances to be forced upon the gaming community that aren't healthy as a whole and it ends up often crippling 6v6 modes that are far more commonly played (iron banner) and the lists throughout the week such as rift, supremacy, and control, not to forget clash. so take a huge statement based off numbers and calculations as well as prior dev team statements as well as the stated goals (many times over they said they wanted to be MLG and kept being told it wasnt balanced enough for overall MLG style play on a serious level and with those 1000 prizes you split between a fireteam of 3 or 4 it shows what they really thought of it whereas other games 10k is low for a winning team yet destiny has more active community members across 3 platforms? seeing the logic used yet?) and dismiss it by comparing it to a very well balanced game that the same company made and sold off and the balance that is quoted by every other major MLG FPS style game thats non MOBA (where characters are imbalanced but have their counters to be chosen by opposing team) and say why not play "X" when its balancing these abilities and weapons that is the goal, if I want to play Halo or GoW or CS GO or OW or TeamFortress2 or Rocket League or Deformers (both of the latter being 30$ or less games that also have dedicated servers BTW) I will but when it comes to Destiny this is how and why. also saying that a super that chains across 40% of a level killing the last touched by it first when the first in the chain was hit 1.7 seconds sooner needs to be adjusted isnt saying "lets clone halo" its saying lets look at and analyze what action causes what reaction and why then examinee the root cause of why this and this and this then chain react due to it, same way to predict futures in MtG TCG markets and make bank while sitting at home playing video games for 18 hours a day, study some algorithms my man.

    投稿言語:

     

    マナーを守りましょう。投稿する前に、Bungie の行為規範を確認してください。 キャンセル 編集 ファイアチームを作る 投稿

  • Wow amazing description, nerf sidearm ammo though (and buff firefly while you're at it :P)

    投稿言語:

     

    マナーを守りましょう。投稿する前に、Bungie の行為規範を確認してください。 キャンセル 編集 ファイアチームを作る 投稿

  • well I try, because I break things down by the numbers (and have done so long before I ever knew who a Datto was, but I do it in all the games I play. they need to make it to where sidearms get to keep only one mag of ammo upon respawn (if any at all) gues I forgot to add that in there, it cut my post due to character limitations. I play test for 2 game companies right now on PC and help balance them out... I figure I could be of help here if it doesnt fall upon deaf ears

    投稿言語:

     

    マナーを守りましょう。投稿する前に、Bungie の行為規範を確認してください。 キャンセル 編集 ファイアチームを作る 投稿

  • So basically you're a pro at balancing games, I hope bungo is reading all of this. Read the latest news post though, they have come up with new ideas they're testing

    投稿言語:

     

    マナーを守りましょう。投稿する前に、Bungie の行為規範を確認してください。 キャンセル 編集 ファイアチームを作る 投稿

  • its just looking at the math behind how and whys and inputting them into a simulation algorithm based off population where class and subclass data generate the demographics you read out as well as weapon data which is tracked across 3 sites for gameplay and interactions in game modes.. its boring and easy to do if you know math. also buffing firefly would have to be minimal on damage side but add a nice screen shake to surrounding enemies and a weapon re-readying would be nice to make it more of a useful perk for those maps where groups are sniper fighting in clusters lol

    投稿言語:

     

    マナーを守りましょう。投稿する前に、Bungie の行為規範を確認してください。 キャンセル 編集 ファイアチームを作る 投稿

  • You are literally reading my mind m8, firefly should be a distraction rather than a useless bit of damage. I try to use it and it actually took effect once in pvp, your man only took somewhere between 80-90 damage, useless. Well you could body shot him but I do headshots anyway as I'm used to headshots. Flinch could be very useful instead. And also the explosion perk on the icebreaker should be buffed to be ABOVE the normal firefly radius, it's BELOW by 2 meters from firefly as of the dawning.

    投稿言語:

     

    マナーを守りましょう。投稿する前に、Bungie の行為規範を確認してください。 キャンセル 編集 ファイアチームを作る 投稿

  • I think hereafter had it kinda right with its special ability and radius but I would like to see the flinch/ads reset from it with maybe 50 damage on enemies within 4 meters (damage falling off in deltas of 12.5 per meter away from target)

    投稿言語:

     

    マナーを守りましょう。投稿する前に、Bungie の行為規範を確認してください。 キャンセル 編集 ファイアチームを作る 投稿

  • in short take us back to Day 1 crucible but with the shotgun balance we have now and a few small tweaks to supers and the game would be fun again... when everything is OP it means there is balance... also if you look back on Red Death streaks and Suros Regime as well as Thorn and The Last Word when it could 2 shot people, everything was great--fast paced PvP modes noobs didnt need a super to get cheesy kills and everyone felt like every shot mattered. it was a great time to play, shotguns couldnt rush due to the fact that primaries killed them long before the shotty damage would even touch them... and lets not forget how Universal remote worked Day 1... if you leave it at 3 shots give it back that insane range again with less crit damage at distance... Just remember the majority of streamers youtubers and in general long time players want to go back to when their guns and shots mattered and everyone felt powerful. just add in the small changes here and there and see how buffing things levels the game out and then implement say 2 at a time and go from there. BRING BACK POCKET INFINITY!!!!!!! and get rid of half the nerfs you guys added to it... good god... the stay warmed up coil "glitch" was amazing the 5 shots in the mag was amazing... everything about that gun was worth the exotic bounty for it... why is it gone yet everything else back? I say all this for PvP as there needs to be some way of dividing the stats from PvP and PvE so it doesnt screw the raid teams up etc... but thats my .02 based off numbers and countless hours playing this game across many accounts.

    投稿言語:

     

    マナーを守りましょう。投稿する前に、Bungie の行為規範を確認してください。 キャンセル 編集 ファイアチームを作る 投稿

このコンテンツはご覧いただけません。
;
preload icon
preload icon
preload icon