I for one agree. How can someone rate or even complain about a game given only one week when it's life span is contracted to 10 years.
We who see the larger picture are behind you bungie. Continue crafting this master piece.
Also PvP is awesome actual tactics are needed not just a run and gun like COD or what halo has turned into.
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Edited by Aknazer: 9/18/2014 8:30:56 PMEasy. I can rate the PvP as poorly balanced and complain about the lack of community interaction based off of what I have seen. 1) PvP. The AR and FR are the best general purpose guns. Most maps are either too small, or don't have very many large open spaces for other primary guns to shine. As for the FR, while it isn't as noob-friendly as other guns, the amount of damage that it can do at up to medium range means that on most maps it can easily 1-2shot people once you know how to use it. And then there's the ultimates. Most of the ultimates are excessive in PvP. Four of them are 1hko abilities that can wipe multiple people (especially important in something like control and salvage where you have to group up for an objective). Then when you look at these abilities three are short range, one is practically unlimited range (in a PvP setting), two make you practically invulnerable, and one provides a -50% bonus to incoming damage. Oh and don't forget that there's 3-6 players using these against you, so it isn't uncommon to get chain-destroyed by 1hko abilities. This leaves us with two ults left, one is the Titan shield and the other is the Warlock radiance. The shield feels the most balanced since while you can't shoot into it, they also can't shoot out of it. Radiance on the other hand feels underpowered. The animation takes so long and doesn't provide any type of protection while you're waiting for it to finish. This means that you can be killed before the animation completes, which is odd since almost all the 1hko abilities give you major survivability buffs for their duration. Or if you try to self-rez to finish someone off then chances are they will regen their health and/or simply get away from you before you gain control of your character. 2) Community interaction. I have no way to really interact with/speak to those around me. The closest thing is to bring up my 360 menu, put in their name, and send them one that way. This is a horrible way of trying to interact with those around you. Or how if I'm in a strike I can't talk talk with my teammates unless we make an actual fireteam. 3) Faction Gear. Why is it that 4/5 of the factions require crucible marks to buy their gear? Only the crucible faction should require it, just like only the vanguard faction should require vanguard marks. The other 3 should be purchasable with either type. I could go on, but I won't. I will say that I greatly enjoy the game overall, but that doesn't mean that there aren't areas which have issues.
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So how would you balance pvp?
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Edited by Aknazer: 9/18/2014 9:12:58 PMThat would be tricky. I'll post some suggestions, but ultimately I know there would need to be a lot of brainstorming and testing so I'm not saying that these things would guaranteed fix the issues. 1) Map design. We need more areas with longer corridors/open spaces that don't have cover everywhere to hide behind. When an enemy can constantly hide behind cover or the map is just small then the PR and SR lose their balancing point compared to the AR (not commenting on the HC as I haven't tried it and rarely see it used). 2) AR balance. The ROF, stability, and range make this gun very easy to get multiple headshots with. Sure they don't do as much damage, but you're throwing so many shots that it equals out. Plus missing a few shots isn't anywhere near as punishing as it is with other guns. 3) FR balance. Not too sure what to do here without it just turning into a shotgun (a gun that feels kinda gimped unless you're in melee range). Lower the charge but also cut the damage? Cause its damage to drop off more than it does the further a target is away from you? I dunno, but I've seen plenty of people use this and destroy people up to about medium ranges. This also kinda goes back to map design and forcing people into close quarters most of the time. 4) Ultimates. Lower/remove near-invul shields on 1hko abilities. I've put two point-blank shotgun shells from the exotic shotgun and an ability-infused melee attack into a Titan who activated fists and all it did was remove the shield with no damage to him before I died. Or the teleporting blade dancer who can rip through a team before they can kill him. While yes you "can" somewhat counter these things, if they're going to 1hko you then the user should require more skill in actually using them as opposed to being granted near-invulnerability in addition to 1hko attack. As for the other two abilities, I would leave the Titan shield alone and I would remove the casting animation from Radiance since it isn't a 1hko ability and already doesn't have a shield/damage reduction (unless you specced for DR, at which point the purpose is to reduce damage so waiting on a casting animation to be able to gain the DR is counter-productive). Finally I would look into reducing the amount of special ability energy gained in PvP to cut back on how often a team is using them. And maybe have it scaled based on the game, so a 3v3 would gain ~2x more energy than a 6v6. That way the same total number of ults are being used in a match and then balancing the gain based off of roughly how many ults they think should be used. Since right now if each player can use an ult every three minutes and a match lasts ~7-8 minutes, that is 12 ults per a team in a 6v6 starting at ~3min in, which means an ult from each team could be going off roughly every 20-25 seconds after that for the rest of the game (numbers are lab-type setting, actual gameplay would prob average out to closer to 30-45seconds but with you seeing multiple happening in a very short time). IMO that is an excessive number of 1hko abilities going off for the rest of the match and doesn't even account for the Intellect stat, picking up orbs, or other bonuses that increase spec energy gains.