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?
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