Can we get a slow turn down on nerfs rather than a hammer slamming the dial through the control board?
It isn't the community's fault that you shipped something to us that has massive issues, so why are we the ones always getting beat over the head with it? Yes, there are some people that massively exploit a bug, or an overpowered piece of gear, but its not everyone.
Like the Prometheus Lens, I got that gun as my first CoO exotic and put it in the bank because I said "Oh, a new trace rifle, might be fun later" found out it was OP as all get out after I got melted with it for the 10+ time in PvP. Your answer was not only nerfing it to the ground, but giving it to everyone first. So you flat out devalued your own RNG system by breaking an exotic you shipped out bugged.
You shipped out Nova Warp, Ursa's, Wormhusk and Synths with glaring superiority issues; your answer to them was a hammer and not a dial twist. You can easily dial back a problem without totally ruining it.
How about Pulse Grenades? They were superior to every other grenade at the start of D2, now they tickle your foes because they were nerfed hard. You didn't even bring the other grenades up enough to make them super useful either, so most grenades (aside from Supressors and maybe Swarms) are not a fun to use at all. A sticky grenade from anyone that sticks to the head should kill >.>
Also, if you're going to hammer slam nerfs, you should be hammer slammin' buffs too. The dial effect works both ways so should the hammer, since an incremental buff doesn't fix anything when your previous nerf was so hard it made the item or ability inusable.
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Ursas are fine. I use them. Getting half the super back and generating orbs throught blocking damage is in a good efficiency. I can make 7 Spheres in escalation protocol while blocking with code of commander and get my HALF super back. Just use it against the ogres, hive knights, wizards and literally everything what spamms bullets.
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Bungie has only two settings: -Ignore item- or ***HULK SMASH***
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I honestly thought this post was going to be about Burning Maul when I read the title.
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Okay, but the turn dial is only going to have two options. One with a minus sign, symbolizing nothing. And when turned, shows a hammer symbol.
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Kind of hard when everything they get killed by wants to be slammed with a nerf.
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The main reason for this is that the community whines an absurd amount about something. Bungie seems to correlate quantity of complaints with seriousness of complaint. Therefore, we end up with big nerfs designed to end complaining. It tends to work, but this community being what it is, they will, very much like the meta, find the next thing to complain about to the end of time. These nerfs have, as of late, come out too strong and tend to be bad for the game. Instead of fiddling with the sandbox slowly until we hit a sweet spot, we get jerked back and forth until the whining stops.
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2 RepliesYep, thats how Bungie does #balance. Take a -blam-ing hammer at it and nerf it into the ground. I'm so curious to see how OEM will be "balanced" next month.
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4 Replies[quote]Can we get a slow turn down on nerfs rather than a hammer slamming the dial through the control board? It isn't the community's fault that you shipped something to us that has massive issues, so why are we the ones always getting beat over the head with it? Yes, there are some people that massively exploit a bug, or an overpowered piece of gear, but its not everyone. Like the Prometheus Lens, I got that gun as my first CoO exotic and put it in the bank because I said "Oh, a new trace rifle, might be fun later" found out it was OP as all get out after I got melted with it for the 10+ time in PvP. Your answer was not only nerfing it to the ground, but giving it to everyone first. So you flat out devalued your own RNG system by breaking an exotic you shipped out bugged. You shipped out Nova Warp, Ursa's, Wormhusk and Synths with glaring superiority issues; your answer to them was a hammer and not a dial twist. You can easily dial back a problem without totally ruining it. How about Pulse Grenades? They were superior to every other grenade at the start of D2, now they tickle your foes because they were nerfed hard. You didn't even bring the other grenades up enough to make them super useful either, so most grenades (aside from Supressors and maybe Swarms) are not a fun to use at all. A sticky grenade from anyone that sticks to the head should kill >.> Also, if you're going to hammer slam nerfs, you should be hammer slammin' buffs too. The dial effect works both ways so should the hammer, since an incremental buff doesn't fix anything when your previous nerf was so hard it made the item or ability inusable.[/quote] Personally, I thought laser tag pvp in CoO was one of the better meta's we had. I've said it a trillion times, they need to remove supers entirely from pvp. All the sweaties and try hardest hate it, but there's no real way to balance any of the supers out. It sucks, and that's the truth no one wants to hear. If there is an easier way, I'm all for it. If there is a better way, I'm all for it. However with supers and special melees in pvp, you're [i][b]always[/b][/i] going to have class imbalances on some degree.
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2 RepliesThat's generally how they balance shit and it's nothing new, they need to find middle ground but the majority on each end of balance can't meet eye to eye. [spoiler]btw you're hammer slammin' and dial analogy is -blam!-ing horrible.[/spoiler]
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They really can't do anything right.