JavaScript is required to use Bungie.net

토론장

2/20/2020 2:51:43 AM
3
Agree with some but not all - some weapons shouldn’t have consistency to kill all resilience equally, that takes away any reason to have resilience. Also some weapons at different rpm’s shouldn’t take the same amount of shots to kill as lower RPM higher impact versions (like how you have 150 and 180 scouts - 150’s become pointless) I agree body shot damage on most weapons needs to be adjusted. I don’t believe precision needs it though. Start small and adjust up slowly as we go, otherwise the whole meta gets thrown off and we end up with something like we did in D1 where 1 weapon type ruled all (first autos, then hand cannons, specially thorn when it 2 shot, then pulse rifles) - D2 has already been kind of like that but not nearly as bad as it was in D1. In the current sandbox you can still compete with a range of weapons that aren’t 150 hand cannons and come putt on top. It’s easy to look at a spread sheet and say “this looks balanced” but once it gets implemented in game it can end up being a whole different story (as we have seen in the past)
English

게시물 작성 언어:

 

다른 사용자들을 존중해주세요. 게시물을 제출하기 전에 한 숨 돌리고 운영 정책을 검토하세요. 취소 수정 화력팀 생성하기 게시

  • Resilience as it stands to begin with matters very little and with how hard it was to balance every weapon I suggested around that stat (which I actively tried doing) it became apparent that it's just not possible. I tried to make sure every single one had a very slight improvement for consistency but even a single point of damage on most of these changed ttk values in ways I did not fully agree with. For example, I couldn't suggest a single buff to 450 autos or 360s without them changing ttk either optimally or to body. To body it might not sound bad, but it's the amount it decreased by that was worrisome. And so I took care to avoid those weapons that I knew would be too drastically changed, because I DID try to do calculations for them and that's what made creating this post more of a headache. I agree that a spreadsheet doesn't give you the full picture and taking care in balancing the game should always be a priority. Most of these though were based on my experience using them and I felt like there were just better options for most of these. The only real exceptions are the scouts but their bodyshot ttk is far too slow and i wanted to bring them more in line with d1 numbers. But thank you for the response. I know it's not as easy as I'm making it look.

    게시물 작성 언어:

     

    다른 사용자들을 존중해주세요. 게시물을 제출하기 전에 한 숨 돌리고 운영 정책을 검토하세요. 취소 수정 화력팀 생성하기 게시

  • I don’t mean to be too critical, you definitely put in your work in the original post. Some things can be improved without increasing their damage number though. Simply by adjusting things like range and target acquisition can make a big difference as well

    게시물 작성 언어:

     

    다른 사용자들을 존중해주세요. 게시물을 제출하기 전에 한 숨 돌리고 운영 정책을 검토하세요. 취소 수정 화력팀 생성하기 게시

  • I actually prefer people be critical. The point of the post was to see what people thought as a lot of the community is mixed on what to do. I think various tweaks to performance can make a difference to the sandbox as well. But I feel like damage is where more people are conflicted right now.

    게시물 작성 언어:

     

    다른 사용자들을 존중해주세요. 게시물을 제출하기 전에 한 숨 돌리고 운영 정책을 검토하세요. 취소 수정 화력팀 생성하기 게시

회원님은 해당 콘텐츠를 볼 수 없습니다.
;
preload icon
preload icon
preload icon