Morning!
Playing PvP extensively, there are several sandbox updates that I think would help improve players overall experience. Maybe help not make PvP, for some, feel so oppressive. These are just my suggestions and welcome anyone to comment on why they disagree or to elaborate any additional ideas.
1. 1 primary kill = 1 special round. Nobody should spawn with special ammo, the weapon is special for a reason and should be treated as such. Nobody should have special ammo until they have secured a primary kill. 1 primary ammo kill = 1 special round loaded automatically into the gun. And teammates dying should not drop special ammo.
2. Rangefinder should not be on HC's, period. Each type of HC - 180, 140, 120 - all have their designated roles because off the range of the fight. 140's shouldn't push the range of 120's or pulses etc.. because of a perk.
3. Damage resist should not be a thing in PvP - period. Purely a PvE benefit.
4. Healing needs to be tuned to a longer rate of use. Healing should be a last minute benefit to try and save your life, not a spammable win button. For instance, healing grenades should have a base 2:30 cooldown - lowered to 2 at 100 disc. The fact that I can keep spamming it, and get it back super quick with perks and benevolence is nuts. And I'm a Well main. Anything that provides a healing boost needs a counter to make it less oppressive. For instance, Wormhusk should had an additional 15 seconds to dodge cooldown. Lorely helmet adds additional 20 seconds to titan wall.
5. Invis should be a defensive capability, not an offensive tactic. Once invis, if you get shot or you ADS- your invis breaks.
6. All bows and GL's need to be special ammo - if you don't fix the special ammo economy, then you def. need to adjust bows especially. they need to be moved to special weapons and spawn with only 4 bolts. Wishender and Monarch being able to continually spam is bananas. Especially when the best counter is a sniper and they only get two shots. This would make Monarch or Wishender hot swapping a harder tactic, have to choose wisely.
7. Child of the Old Gods radius that it slows and drains is too large and needs to be scaled down by at least 25-50%. It's health also needs to be reduced.
8. Bubble / Well / BB all need longer cooldowns in PvP
9. Sniper and Linear flinch needs to be looked at again. There is zero reason why a sniper should be able to take a full high-cal pulse burst to the face and still be able to headshot someone through it. Flinch needs to be adjusted to matter more, especially on snipers and linears.
10. Fusions needs to be reverted off of hit-scan
Just a few suggestion, I'm sure there are several more out there but these are the most common ones that effect PvP today. Let me know if you agree or disagree.
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#destiny2
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2 通の返信Very interesting choices but what’s wrong with hand cannons having range finder? even if you had range finder pulses would just outgun them at the range that the perk would work best at
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5 通の返信Nerf to controller aim bot on pc … the grab and stick is too strong.. This should fix all the problems with lfrs and snipers… just for good measure nerf the hitboxes on them as well Nerf the range on fusion rifles and 140 handcannons Give all primaries a faster ttk so crucible isn’t dominated by special weapons Disable all artefact mods and aspects Nerf ability regen Return some in air accuracy
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1 返信Soupreemにより編集済み: 8/8/2022 6:13:14 PM[quote]1. 1 primary kill = 1 special round. Nobody should spawn with special ammo, the weapon is special for a reason and should be treated as such. Nobody should have special ammo until they have secured a primary kill. 1 primary ammo kill = 1 special round loaded automatically into the gun. And teammates dying should not drop special ammo.[/quote] Let's not emulate the second worst sandbox change to ever hit the IP. Impliment Juggler, sure, but don't starve guns of ammo, especially given how weak most of them are. Also really screws over the non-OHK specials, too. [quote]2. Rangefinder should not be on HC's, period. Each type of HC - 180, 140, 120 - all have their designated roles because off the range of the fight. 140's shouldn't push the range of 120's or pulses etc.. because of a perk.[/quote] Also disagree. You're trading extra utility for better stats. It's a fair trade off. [quote]3. Damage resist should not be a thing in PvP - period. Purely a PvE benefit.[/quote] Disagree, the only DR that needs scaled back are the ones without much limitations. Also supers kinda need it to an extent. [quote]4. Healing needs to be tuned to a longer rate of use. Healing should be a last minute benefit to try and save your life, not a spammable win button. For instance, healing grenades should have a base 2:30 cooldown - lowered to 2 at 100 disc. The fact that I can keep spamming it, and get it back super quick with perks and benevolence is nuts. And I'm a Well main. Anything that provides a healing boost needs a counter to make it less oppressive. For instance, Wormhusk should had an additional 15 seconds to dodge cooldown. Lorely helmet adds additional 20 seconds to titan wall.[/quote] And that kills healing in PvE completely. Healing grenades are fine, if anything add like 10 seconds flat to the cooldown, or have them pause while Restoration is active. But don't screw over PvE because someone wants to trade lethality for sustain in PvP. [quote]5. Invis should be a defensive capability, not an offensive tactic. Once invis, if you get shot or you ADS- your invis breaks.[/quote] Translation: completely remove Nightstalker from the game. It screws PvE, and nerfs an already bad ability in PvP. [quote]6. All bows and GL's need to be special ammo - if you don't fix the special ammo economy, then you def. need to adjust bows especially. they need to be moved to special weapons and spawn with only 4 bolts. Wishender and Monarch being able to continually spam is bananas. Especially when the best counter is a sniper and they only get two shots. This would make Monarch or Wishender hot swapping a harder tactic, have to choose wisely.[/quote] GLs are special, and bows are too weak to be special. Unless you buff bows to OHK, or have them get Forerunner's ammo economy, they'll be complete garbage. The better solution is to slow down swap speed from empty with the weapons. [quote]7. Child of the Old Gods radius that it slows and drains is too large and needs to be scaled down by at least 25-50%. It's health also needs to be reduced.[/quote] Screw over PvE for PvP again. Child is fine, it doesn't need any nerfs. [quote]8. Bubble / Well / BB all need longer cooldowns in PvP[/quote] The former 2 have really limited utility in PvP, and I can agree with BB going to T3, especially since Chaos Reach is significantly weaker and still at T3. [quote]9. Sniper and Linear flinch needs to be looked at again. There is zero reason why a sniper should be able to take a full high-cal pulse burst to the face and still be able to headshot someone through it. Flinch needs to be adjusted to matter more, especially on snipers and linears.[/quote] Linears are heavy, so they don't need flinch changes. The special Linears are also fine, since flinching to Timbuktu means there's no real reason to use one over a sniper. And most of sniper flinch is netcode. [quote]10. Fusions needs to be reverted off of hit-scan[/quote] And if this happens, damage Falloff needs to be completely removed on them, or the Falloff range doubled, if not tripled. Just a few suggestion, I'm sure there are several more out there but these are the most common ones that effect PvP today. Let me know if you agree or disagree.[/quote]
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6 通の返信There is lots wrong with your suggestions. However the worst is… Bows as specials is a ridiculous idea and I’m surprised this has ever been mentioned by anyone who claims to have a good perspective in the game. Le Mon getting a nerf was fair and maybe even still but adjusting bows as a whole for one weapon is ludicrous. Removing Le Mon, bow usage is basically non-existent in PvP and if you made them special then you’ve killed them completely in PvE too. They’re fine as is.
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2 通の返信1. Not sure if I agree with this one, just because I see the potential for pub stomp being even higher. For example, the best player on the opposing team starts racking up primary kills as they already do, load up 4 shotgun shells, and no one has a counter because the best options without special is sidearm or smg. 2. Somewhat agree, no real thoughts or comments as to why 3. 100%, dmg resist either should be minuscule or not in, especially with the healing meta 4. No comments, just agree 5. I think it’s okay to offensive potential with invisibility, maybe just slower handling or something of the sort to make it less viable especially with Omni 6. Fighting lion def needs less dmg or to be special, it’s not a huge problem but in the right hand it’s very gamebreaking. I’m not sure about bows, maybe slower reload to reduce spam? But I think making them special would make them unusable 7. Agreed should be more fragile and easy to kill, but honestly seeing child of the old gods killing people in crucible is hysterical so I can’t say I want it to go away 8. Longer cooldown or provide another type of counter other than counter super. Such as, have suppressor nades remove regen people in the well for 1-2 seconds, leaving them vulnerable if they aren’t paying attention. But definitely let them recover from the suppress faster bc it is a super. And bubble, have anti barrier options to help break over shield or have a faster regen on the overshield with less durability. Something along those lines 9. Not sure, could’ve just been bad luck but I have a really hard time hitting heads even on weapons without high cal (I am a snipe main). I hit occasional heads through flinch but not very often. Could be some bias involved 🤷🏽♂️ 10. Maybe off hitscan but a fast projectile velocity, that way maintain viability but can’t snipe as effectively. Thank you for the ideas! I enjoyed reading and replying, guardian!
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5 通の返信You do know currently if you shoot while you're invise you lose that invise right.