This thread is inspired by another: view original post
First off, let me say I believe that Bungie's development has been doing a phenomenal job maintaining the fluid dynamic in the massive multiplayer world of destiny, and thus far has effectively utilized user input to try and equalize the playing field. That being said, the most recent update has got me extremely baffled. I had to try the update for myself prior to commenting on it, because I though maybe it was manageable. It seems to me, that the development department took a very generalized parameter about K/D ratio to make major shifts in players dynamics.
I'm no professional statistician, however I noticed that the K/D comparison was a little inconsistent for hunters. In fact, the standard deviation(or variation of the K/D ratio) of them would alone disqualify that as an acceptable statistic to use. Excluding that statement, If you consider the K/D ratio difference between the classes, i.e. hunter vs titan, or hunter vs warlock, you can calculate a value called NNH, or what we will call, NNO (number needed to out-kill). If we say that along the timeframe depicted by the graph, there was an average K/D with hunters of 1.05 and .95 of all the others (except titan defender who shouldn't have a high K/D anyway considering their subclasses title/role) you calculate each characters difference in likelihood to gain 1 kill per 1 death (1.05-.95= 0.10). Now we calculate our "NNO" which represents how many kills a hunter would have to get before having an EXTRA kill when compared to the others with the lower average k/d (1.05-0.95 x 100= 10). In other words, the average player as a hunter would have to kill 10 opposing guardians in order to out kill his opponent or peer by only 1. Now lets bring that back down to a one game example. If the average leader of the scoreboard has 15-30 kills per game, that means he/she will only outscore their peers/ opponents by a range of 1.5-3kills.
After all of those statistics are presented, though it might be significant that one player has a 1.05 k/d and the other has a .95, the in game example does not reveal an astounding variation in performance. I would like to see the statistics when considering things like "how many hunters achieved kills with precision sniper shots" or how many knife throw head shots were achieved. You need to assess each subclass by the skill of the player, not the perks of that class. In a gaming environment with an infinite number of variables, an infinite number of confounding factors must be considered. Plain and simple a hunter was designed to be an aggressive multi-kill character. Not to mention the hunter has low defense, and only middle of the road power. They are easily defeated in one on one combat, but offer great potential to those who have the skill to unlock it. If anyone from Bungie would like to discuss this topic more I would love to expound on my argument.
Thank you,
FR_son
#balance #nerf #Hunters
@bungie
@bungiedev
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I have been pointing out every point you made since they released the stupid graph. Glad I'm not the only one who can think critically. What people don't get is that Hunters present a tradeoff. Firepower for Armor. The Hunter's have lighter armor even when maxed, than any other class in the game. Therefore, the hunter needs superior firepower and mobility to survive. We still have the superior mobility, but now you've weakened our firepower greatly (other than the super buff, which comes into play at most, every couple of minutes). We can't exactly run and hope our enemies chase us till they die of exhaustion. Tripmine and Throwing Knife were never OP. They just needed to find some stupid statistical excuse to nerf hunters. And I refuse to play this game until they do a 180 on this and a 180 on their choice to continue with rotating meta's.