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#feedback

1/31/2017 3:31:40 PM
7

Why does Bungie have a different definition for balance?

Long ago Bungie claimed no one used Pulse Rifles so that was their reasoning for change...which is bs to begin with. I never preferred pulse rifle classes, but it doesn't mean they were underpowered. So fast forward a long time to now and Pulse Rifles pretty much still outclass every primary on almost every map. Because of their OP-ness it is almost always a losing battle to pick auto rifles, scout rifles, and 2 of the 3 hand cannon archetypes. So if history is any indicator bungie will nerf pulses and buff those other classes at the same time? Or will they simply balance pulses so that the other classes and archetypes stand a chance? It's strange how they overlook the little things and decide to create metas instead of promoting weapon diversity. Or maybe they meant weapon diversity metas? Eventually irrelevant weapons will be relevant, but they can never all be relevant at the same time....Proven based on history in this game.

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  • They said somewhere before i dont remember where exactly but they said they like to do weapon updates that change the meta instead of a total balance, so every 4-8 months they put out a new weapon update that changes what weapons the players use, mainly to keep the pvp feeling fresh and new, and has the possibility to bring back old players. if the game was completely balanced destiny probably would have burnt out sooner since there wouldnt be anything to *spice* up PvP I dont mind them doing that, i just wish there were a few more options. like now yes shotguns are strong but there is a obvious number1 shotgun matador. theres no variety

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    7 답변
    • It feels like no one understands what true balance is. Neither Bungie, nor the players. Some think that balance means everything is similar in strength. Others seem to think "balance" means they everything but what they want to use should be mediocre, or that everything's brought down to match their "skill" level. Although, that's more selfishness than anything, really. I find that true balance is a scale of sorts. A proportionate relationship. Balance by giving them an upside, and a downside. Whether it's a weapon perk, a Subclass perk, or a weapon archetype, it should have a trade-off. A strength, and a weakness. I'll use the most hated weapon type as an example. Shotguns. What if they change the Impact-Range relationship of the archetypes? What if the highest impact archetypes had the lowest range cap, and the lowest impact ones had the highest range? Just imagine it. Or, let's say, for instance, they undid the nerfs to the Sunbreaker's Hammer of Sol splash damage radius, and travel speed, and changed the Forgemaster perk to increase the damage, and decrease the amount of energy consumed with each Hammer throw, allowing you to throw more hammers, but your hammers have a much smaller blast radius, and a slower travel speed. A good example of a trade-off is the one for Voidwalker's Lance perk. You get a faster, straight-shooting, Novabomb with greater damage at the expense of a greatly diminished blast radius. It's powerful, it's fast, but it's difficult to hit your target with, especially at a distance, or if you're shooting it from the ground rather than the air.

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      4 답변
      • How exactly do you have balance in a loot based shooter? This isn't Call of Duty, where everyone gets the same vanilla weapons with a .000001 TTK. Everyone around here has their own definition of what "balance" means. Often it has more to do with buffing their gear and nerfing what they don't like.

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        3 답변
        • 1. The bigger the Sandbox, the harder the process of balancing the game. The Original Titanfall game was almost perfectly balanced at launch. The problem was that you only had about a half dozen weapons with about as many custom attachments in the entire game. In Destiny, Bungie is trying to balance a Sandbox where a single weapon can perform VERY differently depending on what perks it rolls. One version of it can be trash. The other a game-breaking monster. 2. Compared to Year One, Primaries are better balanced compared to one another. Clever Dragon and the HRoF PRs are over USEd, but they are not OVERPOWERED. If you've got good aim, you can beat another good player using it with a hand cannon, some of the exotic ARs, the MIDA-class of SRs, etc. 3. The "balance" problems basically fall along three lines: a. Exotics versus Legendaries. An unsolvable problem. Tune exotics to be equal to the most powerful legendaries...and you have a meta that is dominated by exotics. Because exotics are easier to get than god-rolled legendaries. Tune exotics to be equal to the average legendary...and you have a meta that is dominated by god-rolled legendaries, AND you've rendered exotics irrelevant. Usually in both PVP and PVE. b. You have whole classes of weapons that are simply not competitive---or even useful. High impact ARs. Low-impact, fast firing HCs. Low impact shotguns. c. Primaries are underpowered and the TTK is too long. This results in a Sandbox where special weapons dominate and are BADLY out of balance with primaries. Because Primaries aren't allowed to kill fast enough to "field their position" in terms of range envelope. Right now shotguns dominate because primaries can't kill fast enough to punish shotgunners for getting caught out of shotgun rrange....and in fact kill so slowly that most of them have simply gotten used to running straight at you and not even bothering having to make any effort to avoid your fire. (Which is what a good Fusion Rifle player can make some of these shotgun warriors look really stupid).

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        • Most weapons are in a pretty good place right now except hand cannons. They require too much skill to use effectively compared to all the other weapons. I assume they will get buffed and become the next "meta" if pulse rifles get nerfed in the next update.

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          1 답변
          • I've been summoned. Please... go for a long walk down a short pier.

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            3 답변
            • ???

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              1 답변
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