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Edited by Lost Sols: 2/6/2017 10:03:50 PM
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#destinytruthcast Episode 38: PvP Killed the PvE Star

With another tuning patch about to be announced, it will be interesting to see once more the effects of the PvP balancing on PvE play. Should the modes be separated or should Bungie continue to cling to the notion of wanting our weapons to perform the same in both modes? [quote]Downloadable Audio links: [b]SoundCloud[/b] https://soundcloud.com/oceans-of-canopy/dtc-episode-38-pvp-killed-the-pve-star [b]iTunes[/b] https://itunes.apple.com/us/podcast/destinytruthcast-destiny-podcast/id1101605804?mt=2[/quote] [spoiler][quote]The #destinytruthcast is a Bnet #feedback forum community podcast hosted by members of the community and featuring community members as guests. The podcast was started to give everyday guardians a chance to do something they would probably never experience by being on a podcast and to give them the opportunity to have not just their thoughts, but their voices heard by Bungie as they discuss the game. Beyond that, it's allowed us to get to know the voices and personalities behind the gamertags we see on the forums and get to know each other in a way not possible in anonymous words on a page. We aren't here to endorse or tear down Bungie or Destiny, but to give honest, balanced talk on this game. Thank-you and maybe we'll see you on an episode. [/quote][/spoiler] Welcome to episode 38 of the #destinytruthcast where you the community join us in talking all things Bungie and Destiny. Today RedWingGirl and I are joined by returning bungie.net forum guest IronBill and a new community guest, x614hamstercatX Today's topics include- -Arminius D -Weapon [i]feel[/i] -PvP vs PvE vs what the actual frack is going on with weapons in this game -Lasers! -Destiny 2 MegaBlocks leak -Favorite moments of the week Once again thank-you to IronBill and x614hamstercatx for joining us today and we thank you for listening and participating on the forums. We can be found on twitter @dstinytruthcast and online at www.destinytruthcast.com As always, if you'd like to be on a future podcast, message us and let us know your thoughts on the game and what you think would be an important topic to come on and discuss. We look forward to hearing from you and can't wait to hear more voices on the next episode :) [spoiler]Theme song: Convince Us Artist: Swell Album: Whenever You're Ready[/spoiler] [spoiler]Once again I want to thank each of the Guardians who've appeared on the #dtc and helped make this such a cool experience as we've gotten to know each other a little and talk Destiny. Hope the list continues to grow with many more Guardians from the forums :) WoundedBdgr0317 CarnivalLaw J Stevensontown W4RPRIEST DOMINATION fibeto mastercheeif Draken Wolfe iDovahbear Wraith13 RavenousLD3341 RedWingGirl1999 BigTexB007 Kabr LoganX Tzoedn KnightsXB ill skillz 1881 pacificdune Swedishbass MrMatrix24 Fido246 U Cant Tunafish Knightslayer Domwompy Ashe DemonicDMouse Micktheknife Hap Happyton King Nis Trynn IronBill Synge laughingman911 darkjohn333 Z3RO Supreme Butthurt Dynamite MADG33K SithLord Osirus Mayhem420 Dardex2112 Rorschach9182 Caladur Orpheus49 TheKungLao ProYunkinator The Grass Fever ERN ACOLYTE Aerikx Optimus immortal Psyperactive81 piratepatchy243 jcald1978 Durandal Synge1080 Astareign Carlous Scopalo Theo Papi (Shotgun Warrior) Tim of Tacoma Mercules904 x614hamstercatx[/spoiler]

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  • Edited by RavenousLD3341: 2/8/2017 7:10:46 PM
    OK. So I've had a listen..... Here is how i generally view weapon balance. You have Close/Medium/Long ranges. Each range has a sub set of weapons that are extremely powerful inside of those given ranges. For example. [b][u]Close[/u][/b] [quote]Autos Sidearms Shotties[/quote] [b]Medium[/b] [quote]Pulse Rifles Fusion Rifles[/quote] [b]Long[/b] [quote]Scout Rifles Sniper Rifles[/quote] [u]There are what I believe to be hybrid weapons.[/u] [b]Close/Medium[/b] [quote]Handcannons Heavy Machine Guns[/quote] [b]Medium/Long[/b] [quote]Rocket Launchers[/quote] In a perfect world. Close range weapons wouldn't be beat by a long range weapon, when used at close range. (Just apply this statement recursively to all ranges respectively.) I believe also, that every weapon archetype should have it's intended role. Meaning... [b]Bullet hose autos.....[/b] [quote]should be best used when hip sprayed at extremely close range, with intention to compete directly with a shotgun.[/quote] [b]Mid rate of fire autos[/b] Longer range than bullet hose, able to out DPS the bullet hose at a longer distance due to drop off from bullet hose. and so on and so on. In destiny Weapon archetypes there are no clear roles for them. Nearly every auto is the same. with respect to DPS and drop off. Also, the special and heavy weapons have 2/3 the TTK of all primaries. (meaning that an average primary is .8-1sec average special/heavy is .5-.7) This is why they are favored. Primaries are pathetically weak when compared to all other weapon slots. This is why we need to buff them. I'm OK with the variance in TTK on primaries, but they need to flat out kill guardians faster. [b]Map size is a huge issue. [/b] On maps like the ones you see in combined arms, there is a very different subset of weapons that are effective there. I went 21-0 with a Hand of Judgement. Snipers are more skill based, because they are actually sniping at sniper ranges. You can actually see the damage drop off from your beloved Clever Dragon. Everyone's fighting style has a role, and it's amazing to play combined arms. Easily my favorite crucible mode. As for the rest of the crucible maps. Scout range? negligible Pulse Rifle range? negligible Sniper rifle range? negligible The maps aren't big enough to see the drop off, and high rof pulses can compete with autos at close range/ other pulses at mid range/ and scouts at long range. It's not the weapons fault in this instance, it's the map's fault. [b]It's also true that nearly every weapon change is because of PvP. There are no PvE advocates.[/b] Except for the good ol forum folks. It really is a problem. RWG pointed out the special ammo nerfs. This literally had no effect on PvP, at all. However, had a massive impact on PvE. Clearly that change didn't hit it's intended audience. Also, when was the last time you used a Shotgun in a strike? I think last time I did it was when they had that 100% damage buff back in year one. It was amazing. Handcannon reserve ammo is pathetic, and varies wildly between hand cannons... even in the same archetype. (Fever and Remedy vs. Hawkmoon) you can maybe carry 80 rounds with Hawkmoon, and over 100 with Fever and Remedy. Who the hell said "Handcannons clearly have tooooooooooo much reserve ammo" Now you know what I have to use for maximum sustainability? High impact scout. They have enough reserve ammo. Do you know how many weapons are completely useless in PvE? Seriously... look in your vault and think really hard about what you actually use in strikes. For me.... High Impact handcannon (Usually first curse)/ High impact Scout (Chaos Dogma) Sniper (I use fusions on burns) HMG (too many accidents with rockets) There are only 2 pulse rifles I use. 1. Outbreak Prime 2. Steel Medulla That's because their perks are very PvE oriented and given the correct situation, extremely effective. I only use 1 auto Genesis Chain, and I only use it in Crota's End for the lamps, it's a great thrall clearing gun. That's it folks. Nearly every other weapon is completely worthless for killing anything besides guardians. [b]EDIT[/b] [quote]Just left the stream. It was pretty pathetic.... yet again. "We don't want to nerf anything" 2 seconds later.... "Here's all the shit we nerfed" Shotguns were hit again, removed precision damage (which is something battlefield did a long time ago, so that's a pretty good change), reduced accuracy etc. They removed the movement penalty, so that's nice. Universal Remote scored it's own nerf.... again.... for literally no reason. "too potent" they said. bah. High RoF pulse rifles scored a slower RoF. The entire class of weapon had a base flinch nerf, and the effect of HCR is reduced. Low RoF pulses got a RoF increase (which still won't be enough) Hand cannons had an accuracy reset back to year 1, however....... Damage drop of starts sooner, and damage drop off now drops further. Meaning that it used to drop to .5(%max_damage%) now looks more like .25(%max_damage%) so some give and take there. Auto rifles scored a .05% (lol) precision damage buff. So that's nice. Not enough of a buff in my opinion, but hey... at least it's something. Once you die in PvP you lose all special ammo, curious how this will translate to PvE... poorly i'd imagine. (given recent history) All in all.... still no change in the pathetic TTK of primary weapons. nice try bungie... but you missed the mark again. I predict about 3 weeks of "Best crucible ever" "Great weapon variety" posts then the new meta will settle in and we will all be right back here complaining about the next best special weapon/ Primary weapon god combo. Crucible is predicted to be unplayable for people like me for 6-8 more months. Will follow up next week when final notes are released assuming they are actually correct (looking at you previously incorrect patch notes) [/quote]

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