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Destiny 2

Общее обсуждение Destiny 2.
Изменено (VENOM_MDK_117): 2/16/2017 1:21:21 PM
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Suggestion to Destiny 2 devs regarding weapon balancing

Hello, I know this is always a controversial topic, but I don't want to talk about balance issues in the current state of Destiny. This is more theory and one simple suggestion to Destiny 2 dev team on how to improve the weapon and perk system in the upcoming game. Without further ado, the point I am trying to make is - [b]range altering perks should not exist[/b]. Each weapon class and each weapon archetype should have its own base constant range, as per design decision, and should not be altered by any perks, talents, scopes or barrel mods. First question is of course [b]why would you do that?[/b] To answer this we have to go a bit in depth. Ideally speaking, for every gun to have it's own place in the game (or meta), it needs to be viable somehow. It needs to be effective in it's [b]intended[/b] range. Meaning, shotguns should OHK very close, but you will take forever to kill someone from further away. Auto rifles should kill you faster up close than Pulse rifles, and Scouts kill you slower up close than anything else, but fastest from far away. [url=http://i.imgur.com/prVOTO7.png]Example 1[/url] On this very simplified chart we can see an example of how intended range works for a certain weapon class. Shotguns kill instantly from 0-5 meters, but they take another shot at 5-10 meters. Auto Rifles can't kill as fast in that point blank range, but can kill faster than Shotgun pulling a second shot. Like that, Hand Cannons have their 10-15m sweet spot, Pulses 15-20m and Scouts 20+m. This is the [b]intended range[/b] we mentioned, and with setup similar to this, every class can have its place. Of course, when we take different archetypes and rates of fire into account, we will see some overlapping, which is always good. Means you have more options to choose from in that particular range. Fast firing Hand Cannons could compete with Auto Rifles in close range, while slow firing Hand Cannons would parry Pulse Rifles. Again, this graph is just an oversimplified example. Now in Destiny 1, we have range altering perks like Rangefinder, Rifled Barrel, Hammerforged, Send It, and various scopes and barrel mods. What those perks do is they [b]increase the intended range[/b] for this particular gun. Which effectively means that a gun with increased range perk will [b]overtake[/b] the intended sweet spot from other weapon class/archetype, making them obsolete. [url=http://i.imgur.com/ShWntI4.png]Example 2[/url] In this Example 2, lets imagine we have a Shotgun with maxed range, and also a Pulse rifle with range increase. (This does not reflect the state of weapons in Destiny 1 in any way, again, all just example data). We see that now Shotgun can kill in 0-10 meters range, making Auto Rifles completely useless. There is no more range sweet spot where Auto Rifles are usable, so there is no point in using them. That also makes Shotguns with 0-5m range also useless, as you will always want the more powerful one that can OHK in 0-10m range. Similarly, lack of range drop-off in Pulses makes Scout Rifles completely obsolete. This is how weapon classes are rendered unusable in Destiny 1. [b]Please don't make the same mistake in Destiny 2.[/b] And yes, I know there are a lot more factors, like accuracy, bloom, stability, headshot multipliers. But a lot of balancing of those properties was done just to fix the bad base range system. Bloom was introduced because of that, weapon damage was increased and decreased to compensate for few weapons that successfully dominate outside of their intended range. Right now, weapon archetype is defined by its [b]impact[/b] and [b]rate of fire[/b]. I am proposing that [b]range[/b] should also be a defining attribute for the archetype, because changing it has huge effect on the whole balance. Same effect as you would have a perk to increase your raw impact, or increase rate of fire. If range was one of the constants in an archetype, like rate of fire and impact are, then all weapons would have the same base range. I know that currently those ranges are quite similar within the archetype, but perk pools define if and how much [b]additional range[/b] you can give your gun. With constant range within the archetype, it would ensure that [b]every archetype in the game[/b] has its own place in the meta. It would provide a much more sustainable system, with more weapon variety and less need for frequent fixes or updates. Thank you for reading. [spoiler]Moderator edit: This thread has been moved to #Feedback forum so that other Destiny players can weigh in. See [url=https://www.bungie.net/en/Forum/Post/139533839/0/0]Cozmo's thread[/url] for more information about the #Feedback tag and its uses. Feel free to private message the moderator who moved your post, link to topic for further clarification about why this topic was moved.[/spoiler]

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