Bungie has taken an...interesting approach.
First, they see that burst damage + movement is by far the most effective strategy. Which, makes sense in a shooter like Destiny. If everyone moves fast, burst damage trumps sustained if everything else is balanced.
So they say "Okay. But the gap between #1 (HC + shotty sniper) and everything else is too great." So far I'm with them. I'm all for narrowing the gap between #1 and #2.
But instead of [i]just tuning HC range to a specific engagement space and then buffing the underperformers[/i] (Ya know, slight nerfs and buffs), they do the following:
1. Nerf pellet shotguns to the point there's hardly any reason to use them, let alone push your opponent.
2. Nerf sliding.
3. Nerf jumping.
4. Rework the intellect stat so regen is based on [i]time dealing damage[/i] rather than damage dealt, meaning burst damage primaries [i]generate less super than everything else[/i]. Sidearms, pulses, SMGs, and autos generate a lot more energy.
5. Nerf snipers several times while leaving LFRs virtually untouched.
6. Buff pulse rifles to the point they are low risk high reward weapons, also creating a vacuum for Forerunner to fill.
7. Buff sidearms, which [i]absolutely did not need a buff[/i], which pair incredibly well with a certain invis + LFR strategy.
8. Added spammable abilities that harass and do a ton of damage (looking at you, storm nades).
Teamshot with a pulse or Forerunner for more super, more forgiving kills, and more relative safety. Yep. Why would you NOT do that. Oh and if you wait till zone in Trials? Yep. Drang and those spammy abilities got you covered.
Bungie nerfed all our ways to push and [i]buffed every single passive strategy[/i].
The best way to be aggressive right now is with help. Oh and would you look at that? Invis and striker are used quite a lot in Trials. Almost like those classes get help from their kit if they push...
[i][b][i][u]Nobody else is pushing because all the benefits of the fight come from passive teamshotting. [/u][/i][/b][/i] And if your opponent pushes with a pellet shotty, that Drang with drop them 100% of the time.
Don't get me wrong. Passive strategies should exist and be effective. But should they define the meta? Absolutely not.
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So the intellect rework changed the intellect stat from passive super generation to a scalar applied when you're dealing damage, and it is increased when you're using a primary. So if you use a primary that hits a lot, say Wishender, Outbreak, pulses, autos, you get more super than things that hit once, like hand cannons. Although I'll admit it isn't super noticeable unless you're using an exotic primary or have high intellect. Still doesn't help though.
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Ohh okay, I knew super regen was increased for primary but I thought that was just for kills not damage. That's pretty strange that it's from damage per shot not just total damage. I thought intellect was still just the passive regen too.
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작성자: coda-jj 10/24/2022 10:54:58 PMDon’t worry, storm nade is not on the hunter class so it will be destroyed with a nerf in about 6 weeks, I promise you that. Won’t even be useable. Edit: I love how I have to spell everything out on here. It’s not the same on hunter/warlock as it is on the titan. That’s the version I’m talking about. It’s like I’m writing a paper for English 101 forced to use 4 pages to explain what people should be using simple logic to read into.
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작성자: Desolator0 10/24/2022 8:57:13 PM[quote]1. Nerf pellet shotguns to the point there's hardly any reason to use them, let alone push your opponent. 2. Nerf sliding. 3. Nerf jumping. 4. Rework the intellect stat so regen is based on [i]time dealing damage[/i] rather than damage dealt, meaning burst damage primaries [i]generate less super than everything else[/i]. Sidearms, pulses, SMGs, and autos generate a lot more energy. 5. Nerf snipers several times while leaving LFRs virtually untouched. 6. Buff pulse rifles to the point they are low risk high reward weapons, also creating a vacuum for Forerunner to fill. 7. Buff sidearms, which [i]absolutely did not need a buff[/i], which pair incredibly well with a certain invis + LFR strategy. 8. Added spammable abilities that harass and do a ton of damage (looking at you, storm nades[/quote] Just my opinion on each of these: 1. Shotguns 100% deserved their nerfs and the community partially has themselves to blame for abusing them for so long. However, Bungie was the one who gave the best shotguns (aggressives) OP perks like quickdraw and opening shot, which reliably pushed them out to 8 meter OHKs with full-choke on top of completely ignoring their intrinsically poor handling. You not only got the best damage, but now you got the best range, best consistency, on top of the best handling, all for free in one gun. Shotguns and their perks deserved the nerfs. Partially Bungie's fault, partially our own. Nobody can honestly argue that every primary fight (read: 140 HC duel) devolving into who can ape the best with their OP shotgun crutch was a fun meta for nearly 8 years straight and through two games. Bungie needs to stop giving any shotgun perks like quickdraw and opening shot entirely because that's what pushes them into engagement spaces they never wanted them to be in, same with fusions and snipers. 2. Sliding was nerfed maybe 80% due to it being the primary "tactic" of every brainless shotgun ape (slide + shotgun + melee, fool-proof combo that still works to this day), and the other 20% due to every fight being begun by sliding into it. I understand why they nerfed it. I don't even notice it nor do I care about it. Again, shotgun crutching is mostly to blame imo. 3. Jumping was nerfed because of HCs and snipers being the overwhelmingly dominant choices of jump-spamming players (read: Stompee Hunters with Icarus on their HCs/Snipers). Bungie went way too far with it IMO and all they needed to do was nerf the main problem in the room: Icarus completely overshadowing every other mod because it was way too strong and free. There was no downside to being able to spam jumps and also hit free 70-damage headshots consistently with the easiest-to-use primary weapon that does the highest damage per shot. HCs, snipers, and shotguns should've been targeted for aerial accuracy nerfs if Bungie saw they were the clear outliers, not every single gun in the game (maybe slug shotguns too, as they were stupidly free kills). 4. You'll notice this most with DoT weapons like Thorn and Le Monarque. Each tick of damage gives you super energy. However, I cannot honestly tell you if I see HC users getting their super less frequently and SMG/sidearm users getting their super more frequently due to this change. No real opinion other than that I think the intellect changes were overall bad for the game and created the current meta of panic supers and bubble/well spamming in addition to utterly killing off all roaming supers except for Arc Staff with Raiju's (which itself is busted af) and the uncommon Golden Gun. 5. Snipers 100% deserved their nerfs and are still not in a good place IMO. They need to stop giving snipers, shotguns, and fusions passive/consistency perks like opening shot (literally free headshots on snipers lmao), moving target, firmly planted, under pressure, and tap the trigger. Why is Defiance so spammed? Because it can get enhanced opening shot. It gives you free headshots because it's so free. These perks need to stop being given to snipers, shotguns, and fusions because they push them into levels of ease of use and ranges (for shotguns and fusions) that they should otherwise never be pushing into. Main Ingredient from Xur is the same because it gets TWO free consistency and accuracy-boosting perks for absolutely free that also trigger when you spawn immediately. There is literally no downside for having under pressure and tap the trigger on fusion rifles, which makes them oppressively strong. Aside from perks, I think snipers are now mostly fine and could maybe do with a little less bullet magnetism, but otherwise I am getting sniped through flinch somewhat less often (could be placebo, idk). Regarding Lorentz and Arbalest: Bungie screwed up big time by giving players access to two heavy weapons with ammo on spawn in the special ammo slot. There is no turning back, and the only way to fix this is to disable them in PvP entirely, forever. Undo the nerfs they got as a result of it in PvE, and eliminate the problem of players crutching them in PvP entirely too. There is no feasible way to allow a pseudo heavy weapon on spawn in PvP IMO. It's already proven to be a tumor that they cannot cure with mere nerfs. 6. Agreed, especially high impacts consistently being able to 2-burst you dead. Forerunner is an odd outlier since it's a special weapon. It has the ROF of 200 RPM, with the damage profile of a 120 HC, with the range and zoom of a scout rifle, yet uses special ammo. I don't know what to think of it other than that it's solely balanced by the fact that it's a special weapon and thus has limited ammo, but there is still far too much special ammo in game modes like Trials, Elimination, and Survival IMO. 7. Agreed 8. Agreed. Storm grenade spam is only oppressive because of Touch of Thunder combined with the duration increase aspect. Without it, it wouldn't be so bad at least. If you want to be honest and talk about ability spam, let's also discuss smoke bombs doing 10 different things in one ranged ability, oppressive invisibility spam, Young Ahamkara's Bones OP tripmine spam that nearly guarantees a OHK, lasts forever, and takes an entire mag or two to destroy. Combine it with the utterly free explosive proximity knife for a cheese, skillless wombo OHK combo that also gives you Radiance with the fragment. Near-guaranteed freezes from Osciomancy gauntlets that are criminally underrated on Warlock and would destroy the Crucible if it becomes more popular. Or shoulder charge spam with no cost and no cooldown that is so clearly the objectively best melee for Titans since their others suck big time (excluding ballistic slam). Simply put, there is far too much ability spam/crutching. Being able to throw a near-guaranteed (or 100% guaranteed with the explosive knife) OHK grenade in every single engagement should not be possible. Getting in a gunfight only to have a Titan toss a storm grenade at you that you must run from or die is extremely annoying. There is no reliance on gunskill anymore and fights are determined by who can crutch their abilities most. Just my 2 cents on every point of yours.
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Pretty much agree with a lot here. I'm not really saying some of those things didn't need to be toned down. Some most certainly did. As much as I move Mindbender's, it with quickdraw was a little much. I'm just wondering if all of these nerfs together with other changes was a good idea. It certainly looks like certain devs didn't think long term here. I mean, if you nerf every aggressive tactic to near uselessness to the average player, and buff every passive tactic, what are players gonna do? Be passive. And being passive made a huge gap for LFRs and Forerunner to happily fill in.
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Imo? I think it's because if you had a stats sheet of every PvP/sandbox-related dev at Bungie, I bet you they all fall firmly and squarely into an average/below-average player who plays passively. If you had even a single aggressive/top-end stat player at Bungie, I don't believe they'd push out some of the nerfs and changes that they've done. I think it's both an experience and mindset problem, and a lack of diversity in playstyles at their HQ problem. Have you seen how Bungie employees play PvP on livestreams? No offense to them at all, but they're no different than your average QP blueberry. That mindset then immediately transfers over to their job. I wonder what they think when they've died to a Lorentz, storm grenade, or get sniped through flinch for the 50th time. Do you think they take that to their jobs too? I do.
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5. I disagree they've been nerfing linear's a lot increasing flinch decreasing aim assist. First nerf was long before Lorentz which killed Arbalest after it was introduced they gave both an aim assist nerf in Lost then a flinch nerf in Risen which made them kinda balanced then Haunted came around and basically nerfed everything else making them the kings again and now they'll be getting two more nerfs next season.
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They did in Risen linear's were powerful but no longer the meta but they nerfed snipers and a lot of other things like ae and all that and they became meta again also doesn't help they added flinch resistance to stability since it actually decreased the flinch they took by a pretty large amount while making snipers take more due to the stability difference between snipers and linears.
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Oh that isn't the annoying part of storm nades. The annoying part is where they sit in this passive meta. Since they do move, they can shut down any push more effectively than any other grenade. And with things like Armamentarium and Heart, they're very spammable. God forbid you end up going to zone against storm nade Titans.
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Agree! A meta where passive strategies dominate is just as bad as a meta where aggressive strategies dominate When they increase the consistency of shotguns, nerf rangefinder, and increase flinch on LFRs, I suspect being aggressive will become much easier. That won't deal with Forerunner, but I don't understand why players are suddenly using the gun anyway. It's the same as the day it released. It's always been good I don't know that they will, but I do hope Bungie nerfs Invis and Enhanced Storm Grenades.