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Destiny

Discuss all things Destiny.
Edited by HorriblyDelish: 10/24/2016 8:37:37 PM
11

State of the Game: PVP

I have alot to say but just want this to be a professional discussion on what the player base has to think about the PVP setting. [b][i]My Opinion:[/i][/b] I believe that the current state of PVP and crucible game types are too reliant on secondaries making the primary game inconsistent. Don't think the problem is all that on secondaries but on inconsistent primaries all around, [i]especially[/i] handcannons and auto rifles. Also for secondary tuning I think snipers need more ammo to compete against the dominant shotgun but fusion and pistol ammo seem fine as well as their TTK. I also believe that Trials is a really slow game right now and it seems to be frustrating and lack luster. This could just be because of the lack of strong primaries IMO. It seems to be stagnant and needs a good tuning. I'm not sure what to say about all these "carries" and paid passages and matchmaking but if I had to say anything I believe that matchmaking seems a little slow and weak connections arise but there should be a balance based on skill level and connection in Trials only. That way you get a solid connection but newer people aren't playing solid pros. This way they can improve and slowly progress as time passes. Facing harder and harder opponents as they progress. I've seen a lot of suggestions in the forums on ways to improve Trials and I would like to hear more from the community. Now for "carries" I think it just seems cheap. I think it defeats the purpose of the best going to the lighthouse and should be fixed but in turn how can you be so desperate to pay large amounts of money to go flawless? Do you not have the time or energy to try hard and achieve your goals? I understand some people have issues and IRL stuff to deal with but is it worth having to pay sums of money to receive loot and never improve? Again, not everyone is perfect and each person has their own excuses. Rest of game modes seem to be fine and lively. Saw some people talking problems about Rift but haven't actually seen much. Supremacy seems shotgun heavy, which seems to be this way due to the all around weak primaries. Feel free to discuss more. As for subclasses I feel the titan smash may be a little too strong with smash as people soaring above the perpetrator's head still die. Lightning nadea feel very strong in every engagement. I feel blink needs a small efficiency buff and shadestep should not be able outright cancel tracking grenades. I haven't found much wrong with the warlock classes but if there is one or two, feel free to comment respectively and discuss. Not much else to say other than this. Seems like primaries need a buff to compete with strong secondaries. Trials seems slow and needs an improved matchmaking to create stronger stable connections while still keeping it competitive for new and dominant players. Subclasses seems like they need some tuning all around, feel free to talk about anything I missed here, and that's it! Lets come together as a civilized and respectable community and decide what needs to be changed and fixed. Bungie listens, they do. Lets figure out what needs to fixed [b]together.[/b] Bump so this reaches the rest of the community to give more feedback so Bungie can see to assess our problems and changes we want implemented. [b][i]Guardian Out[/i][/b]

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  • When someone is further away I shoot them with my primary, when someone is close I shoot them with my shotgun. When someone is really far I shoot them with my sniper, when they get closer I switch to my primary. Primaries are just as important as secondaries, don't come on here blaming game balance just because you can't MIDA someone standing 2 feet in front of you with a shotgun.

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    • Shotguns are not OP the ABILITIES that help shotgun however are what makes shotguns OP. How to fix it - -Less ammo -More Snipe ammo (getting the same amount on a 2 hit kill weapon compared to a one is logical) -UnNerf the flinch on Sniper, nerf aim assist even more -Allow ALL guns to jump and shot with 100% accuracy (HCs and shotguns are) -Nerf Juggernaut -Shotguns being equiped cancel out Jugg/Shade/Blink (Cant use while they are equiped) -Slow down speed when using a shotgun -Make it longer to draw your shotgun That would get rid of people using it the ENTIRE game. -Lightning Grenade needs a range nerf badly -Wombo Combo needs a delay between throwing. In other words when you throw a grenade the smoke takes longer to throw and visa versa. -no LiTCs should work in PVP -Handcannons aim assist needs to be taken down, as they lead all primaries in aim assist. -Get rid of bloom and nerf the range perks -No more RNG period -Warlock Melee needs a range nerf, and should require a KILL to gain the perks. -Stormcaller needs a nerf on duration. -Tripmines need to be buff back to the orginal -Stickies need to have the tracking taken off completely -Pulse rifles are almost perfect, but 14/30 impact ones should have the same kill time as the lower impact ones.

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      • I think the problem is that primaries are one of the weakest options. Special weapons, to me, should serve a highly specialized role in combat, and nothing else. Shotguns: should provide very high damage at close range. Snipers: should emphasize precision damage over body shots. Allowing high damage at a distance for a trained hand. Fusions: should provide a high damage blast after a charge up period. Sidearms: need to be a fast action type weapon. draw, aim, shoot shoot shoot shoot. What needs to be done to make thee weapons work: Shotguns: tighten the cone, no one wants to shoot at someone and leave a perfect outline of buckshot in the wall behind them. Maybe then you can work on figuring out what the effective range is supposed to be. You know, now that they are consistent. Snipers: lower body shot damage, possibly see about increasing headshot damage after removing the stickiness from your targets head. No one respects a headshot when they think the game is aiming for the player. Fusions: less recoil. These things shouldn't have more spray to them than a nervous virgin in bed. Sidearms: mostly in a good spot, could shoot a little bit straighter though.

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        • Edited by lPewp: 10/25/2016 5:03:49 PM
          (Some) primaries need a buff to compete with (some) primaries NOT shotguns/sidearms. A primary will ALWAYS win the distance battle against a shotguns/sidearm. You shouldn't be able to beat a (insert shotgun) within 5 - 7 feet with a (insert primary). Outside that distance a primary will most likely win. IMO trials is better than ever. Why? I don't see as many hard scopes/quick scopes. PLUS since ROI the games feel more balanced. EVERY match isn't a sweat fest.

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          • Primaries are just too weak outside of pve

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          • What sounds better? A triple primary feed or that dank triple snipe feed? Triple shotty melee variety? Personally I see a lot of variety in the kill feed these days and primaries are in there a healthy bit. I feel primaries are reliable, but a lot of players have this crazy idea that we should be using them the most. Nah, they dont feel stylish. But they do feel trusty in their appropriate context. Sure, maybe some body shot buffs on some things and a reduction of the bloom effect would be nice, but for the most part they serve me the role of enduring a fight without greens if need be. But I don't want it to be. I feel they've created a perfect amount of tension in the special ammo economy and if you miss out you have to play a lot smarter. And sure, you're gonna lose more engagements, but I think destiny's pvp is bound to have that hellish snowball effect if one team slips up on managing maps and time. I find myself able to compete with some of the most random weapons and abilities, which is far more than I can say about year 1 where your hand was forced to a truly narrow meta. But if you wanna know what makes me salty... well almost anything. I think bungie strives on making subclasses and weapons that feel so... dishonorable. We all bring our own brass knuckles to the fist fight.

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          • Edited by CannaWhoopazz: 10/25/2016 1:14:47 PM
            40% of all my crucible kills are from primaries. I play a fair amount, and I'm able to counter a charging shotgunner with an auto, pulse or handcannon fairly consistently. Scout rifles are a different story, but you shouldn't be close enough to a shotgunner for them to charge with a scout. Yes, secondaries are very strong, but they're also niche. Don't try to fight a shot gun at short range without a shotgun, you'll lose. Don't try to fight a sniper at long range, you'll lose. Keep your distance, and shotties suck. Get close to a sniper and they suck (though no-scopes are possible but rare). Fusions and sidearms are effective at the same ranges as primaries, but I find they have similar ttk(of including charge time of fusion), so that's fair. Edit: INB4 "1.04 k/d?? I wouldn't call that "effective countering" fracking nub!"

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            • Edited by kellygreen45: 10/25/2016 1:01:46 PM
              Agreed. Top to bottom. Anything else? Most of the Crucibles problems revolve around the P2P networking and the fact that primaries are ridiculously underpowered given the small maps and the speed at which Guardians move. So people turn to special weapons to end fights quickly.

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              • Why do people complain about carries? They are the greatest thing to happen to people who suck at trials. You either have the opportunity to be carried or play a team willingly putting themselves at a disadvantage... You idiots would rather face full teams when you can't go flawless now? Lol

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                • This is a very well constructed post. I am sorry that a lot of idiots will take what you said out of context and use it to fuel their own narrative of what they want to happen.

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                  • I can start a game with 12 rounds for my sniper. They don't need an ammo buff. Secondaries kill fast, so they are popular. I'd say that everything feels pretty good right now. I don't know if there was a ghost patch or something recently, but hand cannons actually feel really good right now. Autos... Yeah, they will always lose against weapons that can massive damage all at once. Autos require that your opponent and yourself both be in the open. You can peak and deal a ton of damage with a scout, pulse, hand cannon.

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