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由Titan Skate編輯: 10/3/2022 11:01:41 PM
28

PvE Super Damage Sandbox Balance Issues

Hello I would like to bring some attention towards the balance of supers and their damage values in PvE activities. Currently there are some outliers in the game that make running other supers that accomplish a similar goal useless. These outliers include: Blade Barrage Gathering Storm Marksman Golden Gun As you can see these are all Hunter supers but I swear that I am trying to minimize all bias and try to look at things logically. Here are my main gripes with these supers. Blade Barrage: Faster charge time than nova bomb/Thundercrash, but does more than a Cuirass Thundercrash and more than 2x the damage of a nova bomb. Gathering Storm: By default does almost the same damage as a Cuirass Thundercrash (while also being ranged), and almost 2x the damage of a nova bomb. Marksman Golden Gun: Can generate 6 big orbs of power without needing to get a kill. This can lead to infinite super chaining. These supers are about 70% even better when paired with Star-Eater Scales, making the BY FAR the highest damage and DPS supers in Destiny 2, leaving no room for competition. I would either like nova bomb, chaos reach and Thundercrash improved to these levels or these supers brought down. There are also many supers that are basically useless in PvE. These include: Day Break Sentinel Shield Fist of Havoc Chaos Reach Spectral Blades Deadshot Golden Gun Storm Trance Day break: Rhis supers damage is pitiful, especially since it is a Tier 1 super meaning that it charges the slowest out of all supers. This super used to be able to extend its duration on kills but is no longer able to, making it very bad for general enemy clearing. Sentinel Shield: This super has something very powerful, which is the 40% weapon damage buff it grants to teammates. However, this super lacks greatly when it comes to solo play as its duration, and damage, are very lacking for a tier 2 super. Fist of Havoc: This super has gotten recently buffed, but it has proven to be not enough. It uses too much super energy per attack to be useful for enemy clearance while doing less than ideal damage. It gains damage by requiring air time on the heavy attack to make it even usable which makes it very clunky to use. Chaos Reach: This super is in an extremely bad spot right now as it does extremely low damage for the time that it forces you to be in the super, even with geomag stabilizers. This super does less than half of blade barrage while also taking 4 seconds to use. Spectral Blades: This super recently got a big buff in PvE for its damage potential. I believe this can still be improved. The main thing holding this super back is it’s very slow charge time (tier 1) and the fact that it lasts a very short duration, especially when attacking. Deadshot Golden Gun: This super makes running ember of combustion mandatory for it to be remotely usable, while also not doing enough damage to minor/major enemies to fulfill its goal of general enemy clearance. Storm Trance: This super excels at clearing low level enemies in regular content but it falls of severely in higher end content as it’s damage is extremely lacking. A buff against minor/major enemies would greatly help this super. Please let me know what you think below and share your own ways of balancing the sandbox of supers

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  • 由Gibbon, the Ape Defector編輯: 10/5/2022 10:17:53 AM
    I completely hear you on those strong outliers at the beginning. It doesn't seem fair because other supers usually have utility at the cost of damage, but those supers have utility [i]and[/i] the highest damage. But regarding the supers that need help, consider this: We are okay with the idea of pvp-focused weapons, endgame-focused archetypes, and so on. In the weapon dept, we accept that certain weapons are only good in certain places. So why are supers exempt from this notion? I don't think every subclass needs to have strong qualities like endgame, dps, and pvp viability between the two supers available. [i]That's why there are options.[/i] If you don't have what you need within a given super, then choose the other super, or choose a different subclass, which gives you 5 other super options. Or, choose a different character, which then gives you 14 other super options. And this is not to mention abilities and identities that change drastically from one subclass to the next. I don't think the "bad super list" has bad supers. They are just being used improperly, or they don't have as many meta qualities. But that doesn't make them bad, it just makes them niche. And don't you think that filling the created niches should be the goal of a build-crafting game? P.S.: With regard to practicality, I don't think supers other than your outlier list are useless because of the meta-ness of those in your list. I think the better way of looking at it is that other supers are still good, but those outliers are stronger than you need to succeed, if not completely overkill. So still use the other supers because they are enough; you don't need to use something meta because "well, it would be stupid not to". The stuff one step behind the meta is a lot better than people realize.

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