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6/15/2016 6:27:59 PM
4
Please explain how diminishing anything helped PvE.
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  • Almost every single Super received a large buff for PvE.... So, you know, that was good for PvE... Also, I dont see how any of the nerfs really affect PvE. The Trip mine still kills everything it used to, and doesn't kill the things it didn't. The one positive is that you can no longer unicorn a thrall and have it run up and kill you any longer... Please tell me the specific ability which was nerfed that absolutely ruined your PvE experience, and how no other ability can ever make up for your devastating loss.

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  • 由ironBill編輯: 6/15/2016 10:58:00 PM
    I never said anything in the patch was a devastating PvE loss. What I DID ask, and you can check it, is which nerf IMPROVED PvE? Now my purpose for saying that is simple; I'm tired of nerfs intended for PvP impacting PvE. I'm also tired of the "if it's good for PvP, it's good for PvE" vibe we get from so many players. Personally, I don't welcome another AR nerf. I don't particularly need to see more hand cannon drop off. You say I won't notice this or I won't notice that, which is the typical defense. I'll tell you what I always tell people when they say that; nerfs are meant to be felt. If you don't feel it, meaning if your behavior doesn't change, they'll hit it again. ARs lost 2% last nerf. They just got hit for 6% more. Don't waste time telling me I won't notice it. Refer to the paragraph above. Bungie is going to hit them until people use something else, specifically PvP players.

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  • If you read what I wrote, you would understand. It is about making EVERYTHING work, not just very select perk combinations for each subclass. Nerfs are necessary in order to balance- "it is easier to adjust a few items than to adjust many". If one thing is out of whack (Circle of Life) it is easier to adjust it to be in line with other choices, rather than try to bring everything to it. Balance isn't easy, but it is important for the longevity of the game. Like it or not, adjustments have to go both ways in order to achieve a middle ground where personal preference or specific situation dictate usefulness rather than inherent superiority or inferiority. "Good Balance" means you can use anything you like. "Bad Balance" means there are only a few choices. That balance is more important than your tired "No more nerfs or else I'll seriously consider talking about possibly not playing this game every day, Bungie!!" mantra. You don't keep filling the tires in your car with air in order make them even- you find the right pressure and you adjust them to that. If they are too high, you bring them down, too low, you bring them up. Bungie has selected a PvP TTK of around 1 second as their target, and a PvE difficulty which is probably a little more subjective. They are adjusting to achieve those, not to turn everything into Y1 Thorn. Easy mode isn't fun, although it is initially satisfying. Variability and diversity are fun. That requires balance. I think Bungie is on the right track there.

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  • Huh. So if I disagree with your point regarding nerfs I automatically fall into two categories: A) the threatening to quit, and; B) wanting easy mode. Nice talking to you.

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