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Destiny 2

Discuss all things Destiny 2.
4/1/2020 2:34:34 PM
9

Some simple changes needed

I'd like to propose some changes that I think will be welcomed, but will undoubtedly cause one or two "get guds" and one or two arguments. First, let me start by fully admitting I'm a Golden Gun Hunter main and I barely play Titan or Warlock so my opinions will absolutely be biased. However they are not intended to be. 1. Top tree goldie needs a rework. I'm fine with it not being able to cross map someone, but it should be a OHK in any engagement within 20-25 metres (not sure on reference distances, sorry). But where heavy spawns on Javelin 4, that little tunnel bit, I should not have to shoot twice to get a kill at that sort of range. Not when a hammer thrown 5 metres to my left still kills me instantly. I know bottom tree does more damage and more range, but i prefer the perk set with top tree. I'd be happy if they gave an armour buff, increased duration, and a harsh damage drop off after 20 metres. Make it more close range and aggressive, but after 25 metres its doing half normal damage or something. The duration is an issue too. I really shouldn't hear a stormcaller pop, see him come round the corner, pop goldie and see him just retreat, me not be able to push cuz my goldie won't OHK and is squishy, me run out of goldie, then him come round still in super and wipe the whole team still. I'm open to variation, but I'm sure you can all get what I'm trying to put forward. 2. Titan sliding should not reflect supers, whether its goldie, dawnblade, whatever. A super should be exactly that. Super. By all means reflect heavy, snipers, throwing knife, whatever. But sliding into a super should be a death sentence for the person sliding, not the person using their super. 3. Same goes for arcstrider blocking. I appreciate its a super but a spinning staff should not be blocking explosive damage from hammers or dawnblade, or absorbing goldie shots. Or maybe allow it to deflect supers but up to a certain value. So blocking a handcannon shot consumes 5% of the remaining super energy, a goldie shot or hammer consumes 25%. Bit ridiculous tbh that it can tank 6 goldie shots and then still get a team wipe. 4. Dawnblade needs same damage as hammers. My teammates in trials this weekend have landed dawnblade shots on peoples heads and done 95 damage. Meanwhile Mr Hammers lobs a hammer at the opposite end of church but still gets the kill. (Distances may or may not be accurate, but again you'll know exactly what I mean. 5. (Whine point) why don't hunters get a mini super? Titans have the ground slam thing, warlocks have handheld nova. How about middle tree goldie can consume grenade energy to throw the triple throwing knife thing with double damage? 6. Hardlight needs a tweak. It has one too many positives. Unlimited range, overpenetrating rounds, ricochet, full damage from ricochet, perfect stability, 50 round mag, really fast reload. Just take one thing from it, please. Because currently all it promotes is camping in rooms spamming doors cuz they got a blip on their radar. Give it a 36 round mag like Suros. Half the damage per surface ricochet. Take the overpenetrating rounds off it. Any of those would suddenly reduce the effectiveness of spamming doorways, but would still leave it highly capable in actual engagements. 7. Sprinting should be stopped when shot. Or at least if using high caliber rounds. Don't nerf shotguns, don't nerf shoulder charge, just change sprinting. This is then a game wide change that affects multiple aspects of the game. If a player makes a stupid call and comes charging round a corner, they shouldn't be able to turn round and run if they're getting peppered with shots. This will encourage more tactical playstyles imo. Granted it could also promote more camping. Equally, I'm sorry but someone running in a straight line should not still be sprinting after 3 Mida shots to the head. I really don't care what anyone says. Its a ridiculous thing to be in the game. The good players who know map movement and how to close gaps will still be able to ape. But it stops absolute kill thirsty scrubs just going for trades with their shotguns in a desperate straight line rush. 8. In trials when that darkness thing sets in for the capture point, disable supers and abilities. Or perhaps drain energy. Or both. You wanna sit there and camp for your super, go ahead. But when the round ends you're back down to an empty super bar. I don't agree that we should reward teams/players who get no kills. Too many teams are camping corners with 3 hardlights and max intellect to build supers. Make the darkness thing actually do something besides making it harder to aim for everyone except people spraying autos in every direction. 9. Trials should not have participation trophies. You don't get NF without getting to 5500. You didnt get Touch of Malice without doing kingsfall raid. You can't get Revoker without doing the quest. You don't get Wendigo without doing the quest. But, if you're gonna leave the system the way it is, mimicking raid drops (3 5 and 7 wins mimicking each encounter) then have something more than just a glow exclusive to flawless. Make the helmet exclusive to flawless, or the cloak, or something in particular that can only be obtained with a flawless passage. Make it worth going flawless. Maybe adept versions of weapons like in D1 perhaps. 10. Not a change, but a request. Please leave trials matchmaking as it is. Making all flawless players pool together is daft and quite frankly devalues going flawless. If I have to win 7 games in a row against 2.0kd players to go flawless, then timmy from down the road waits until Monday to play and gets a whole card against players less than 0.5kd cuz all the "good" players have been removed from his matchmaking pool then its a much easier run and totally undermines the skill taken to actually go flawless. Side note, if that change happens I'll be hopping on my smurf account all weekend with 2 of my sweatiest friends and resetting at 6-0 every card just to absolutely ruin peoples dreams. And I imagine that's what a lot of other people will do too. Only way to maybe discourage that is to disable resetting cards until you have three losses on them. Good players and elo hunters will stop farming trials if they potentially have to lose 4 games per card to be able to reset. But this may not affect people on smurf accounts. Happy reading and feel free to comment.

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