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6/18/2022 3:37:14 AM
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Reasons I am not playing PvP as much

This season has started to break down some core gameplay PvP mechanics I feel like, and most are very unfun. Below I got some direct and indirect reasons. I'll explain in below posts to keep from this being too long. 1. AE (not going long into since tons of other threads on it) 2. Special Ammo/Weapon Nerfs 3. Survivability/Burst 4. Movement (old issue, new problems) 5. LEAVERS! (Sooooo many this season) I main PvP in this game. Played off and on since Destiny 2 launch, but been fairly consistent since season 13. I am not the best player, but I am definitely not the worst either. Usually average a 2.0ish K/D in Control, and my friends who are better than me don't find me to be dead weight. Just as a point of reference to my view.

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  • 5. LEAVERS! Stop. Leaving. Your. Matches. Out of ALL my seasons played, I have only ever had a Control game end because the enemy all left once, and I was in a 6 stack verse a bunch of randoms. I have had SIX games this season alone that ended in all the enemies or all my teammates leaving. Six... and I would say at least 80% of my matches has atleast 1-2 leavers on my or the enemy team. I get that the meta is rough atm, and sometimes things pop up mid match, but the amount of people leaving is a lot more then "something popped up" could be. Don't que if you ain't gonna play. Just ruining for rest of us.

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    • 4. Movement Beyond the obvious AE making vertical movement being dumpster tier, I feel positioning and movement tools are a bit over bearing now when stacked with healing/shield options. Last season this started to become an issue with titan over shields, but as it was only one sub class, received nerfs, and required an animation locked ability, it had it's obvious counters. This season however, healing grenades have become spamable. When stacked on top of movement builds, I feel like it makes movement a bit too safe vs non-special weapons. This one isn't a huge issue, but is compounded by the fact that special has less ammo so lesser skilled players harder to deal with a fusion ape charging bolder to bolder with a heal overtime.

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    • 3. Survivability/Burst In short, healing is crazy. Before someone would have to play a support build to truely heal, but with everyone having 100 Discipline heal grenades, it makes primaries that aren't burst weapons feel incredibly weak. It just feels like the same healing/support that used to be Middle tree exclusive, is now easily accessible while only sacrificing minimal lethality. and in some ways I feel it is better then before since it now provides a heal over time. As much as I enjoy using them, and play support builds ALL the time, I feel they might need a Cooldown extension as I can pop one before or in the middle of every engagement without stacking Cooldown reducing exotics, mods, or fragments.

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    • 2. Special ammo/weapon nerfs. Summary: Feels like ammo hurt Mid/Low end players more then the High end players, which are the ones that feel frustrating to die to. Explaination: Now I will admit, I don't like dying to special weapons much, but I think these changes have actually made it even more frustrating to die to them this season. Nerfing the weapons like shotguns and fusions made them feel worse in the average players hands. Yes this in turn made it worse for more skilled players, but those same players are going to easily adapt to the changes. Personally I don't think this is that bad as a simple follow up shot can remedy a slightly off target blast and allow a player to try and respond for a miss/partial hit in turn. The issue then comes with the ammo nerf. A worse player will need to use 2 rounds, while the most skilled players will simply kill in 1. This seemed to have created a larger gap between Mid/Low tier players and the High end players who land almost ever shot. This means that while it will punish a high end player, it hurts Mid/Low end players more. I'm not entirely sure how to fix specials to feel functional to Mid/Low tier players while "lowering special weapon kills" as Bungie described. The only way I can imagine, would be to restrict special weapon ammo spawns, like the ammo boxes from Destiny crucible. If ammo boxes were a thing instead of the current system of spawning with 2 rounds, it would allow Bungie to control the amount of kills by restricting spawn rate/spawn points. Maybe they can hybrid it, where you spawn with 2-4 rounds instead, but to get more ammo you have to go to one of the drop boxes.

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