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Destiny 2

Discuss all things Destiny 2.
1/1/2020 12:42:32 AM
20

What Needs To Be Done To Save PvP on Console and PC

It's not a secret anymore that PvP is a mess. Weapons aren't tested properly enough, SBMM is throwing matches left and right, and Bungie isn't listening to the community as much as they should. Here's what I believe needs to be done to fix PvP as of right now. 1.) Controller recoil values need to be brought in line with M&K. https://www.youtube.com/watch?v=S-0B0BnNI6o I know someone is gonna say, "ReCoIL iS ThE SaMe FoR BoTh, CoNtRoLErs JuSt DoN'T HaNDle It As WeLL" I'm just gonna put that myth to rest, this claim is false. If you want video evidence, look at the video above. Still not convinced? Try plugging in your M&K into your console (or you can get a XIM), Destiny 2 console version doesn't have any support for M&K input so the M&K will emulate controller input. If the claim "Controllers just don't handle recoil as well" is true, then you should get what you see on the PC version of the game (accept with aim assistance because the game thinks you're using a controller). I'm just gonna cut that middle man out though. You get the same recoil and bloom that you see with controller usage despite using M&K, thus proving that controllers do in fact have more recoil than M&K. If Bungie wants to take the Destiny franchise into the competitive scene, then we need to eliminate anything that causes an artificial differences between the two versions. That does mean finally, after five years of screaming for it's end, removing ADS bloom on controllers. I'm sure some of you are going to be skeptical of how the mechanic effects gameplay, so I'm just gonna plop this video from the Rise of Iron testing ghost bullets. While the video is 3-4 years old, hand cannons on controller still function similarly enough that this video is still as relevant today as it was back then. https://www.youtube.com/watch?v=bZ24eDTg_s4 After watching the video, I have three questions.. (Of course I know the answers, I just want to hear what the forums have to say): How is what is demonstrated in the video above okay in a competitive sense? Trick question, it is not okay in any sense of the word. That basically means that you(whomever is reading this) and I can be in a 1v1 PvP match and even if you get the drop on me, I can still win because RNG said so. Competitive games should NEVER be decided based on a roll-of-the-dice that the player can't reasonably predict. How is this skill based? Yet another trick question! It is not skill based at all. There is no visual indication that you are firing your weapon too fast (if there is then it needs to be made more obvious because no one can see it even in a controlled, test environment). Therefore determining how fast is too fast depends on your gun, the perks on said gun, and your own experience. Bloom, on hand cannons at least, is set at just the right point where you can feel and look like you're pacing your shots, but in reality you're firing just fast enough that bloom can and will screw you over from time to time. Why was this added in the first place? In Destiny 1 Year 1, we had three exotic hand cannons. These hand cannons were Thorn, The Last Word, and Hawkmoon. During the House of wolves DLC, these hand cannons DOMINATED PVP. Thorn could two-tap Guardians to the head by default, The Last Word's bonus damage when hip-fired was buggy and applied to ADS as well, and Hawkmoon could one bang someone to the head if both of it's lucky bullets went off on the same round. It was insanity. The competitive community said these three hand cannons and only these three needed to be nerfed. However, Bungie couldn't do individual weapon tuning at the time because of how the game had been coded. So their solution was ADS Bloom, killer of Halo Reach, Scourge of the Skilled, and the Dark SIde of FPS-Games. Needless to say less than 2% of people agreed with this change... So how did the competitive community react to bloom's inclusion? We pretty much just shoulder-charged Bungie's door down and said, "You're trying to make hand cannons a skill based weapon by punishing spam-shooting by reducing accuracy on successive shots. This won't work because, at the typical combat ranges in game, people will spam-shoot anyway because they do not have time to pace their shots due to the fast nature of the game and spam-fire usually works better in the end anyway because you'll be putting out more bullets faster than your opponent. No Different from what happened in Halo Reach five years ago when you tried to do the same thing with the DMR." Bungie basically did what they did in Halo Reach and said, " This is how the game is now, if you try to take advantage of the hard fire-rate cap your chances of your bullet going where you're aiming will shrink to nill. If you don't like the mechanic, just get used to it or find a new game." When they did this in Halo Reach, it killed competitive almost overnight. This move was riskier than Russian Roulette by developer standards, especially what happened after the first time. So how that didn't kill the Destiny franchise, I will never know. 2.) All game modes need to be available at all times, PERIOD. Destiny 2 has hundreds of PvP players both on PC and on Console. Each player loves to play the game they way they want, in the mode they want. However, what happens when a Control player can't play Control because Control isn't featured that week? Sometimes they'll give the other modes a try, sometimes they just skip PvP for that week, it all depends on the individual. Destiny, as a franchise, has had many modes. Control, Clash, Supremacy, Rift, Salvage, Skirmish, Rumble, Elimination, and Mayhem. Each of these modes, from what I've played since my start in The Dark Below DLC, is fun. In other games, all game modes are available at all times and Bungie is really missing out on playtime with their weekly rotation playlist. 3.) Allow players to choose what kind of match making they want. Skill based match making has kinda messed up Casual mode. Last time I was in there, everyone in every match was try-harding (not an inherently bad thing, but it does show the flaws of the system). Skill Based Match Making has also caused connection quality to become noticeably worse. I've noticed that sometimes it takes a few seconds for damage to register on an opponent. I've also noticed that shots from enemies have registered after I've gone around a corner. This isn't good for obvious reasons. 4.) Get started on that Trials prototype if work hasn't started already. The year after Trials of the Nine went on hiatus, Bungie was asked what the state of trials was. They admitted to not having started work yet and we haven't heard a thing about it since. What kind of work was Bungie doing in that time? Here we are year 2 that we haven't had Trials to look forward to and there's nothing. Bungie needs to jump on this because PvP focused Guardians have only the Pinnacle and Ritual weapons to look forward to. After that, they have nothing. Crucible does not give Enhancement Prisms or Ascendant Shards. That means Crucible doesn't have anything for the player to work toward. PvP players should be rewarded Enhancement Prisms at least for resetting their valor rank and a handful of Ascendant Shards for reaching Glory Rank Heroic 3. Just give them something to encourage them to play more. Now there are other problems with PvP, but these problems are the biggest one's that I can see. If there are other problems you think need to be brought up, just put it in the comments.

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