How can it be called special ammo when it’s everywhere?
Trials report clearly shows that it’s reliance is too great. All platforms have felwinters as the highest kill weapon. While a testament to how strong this weapon is, the self sustaining special ammo economy is a terrible design that permits itself to continue to be a problem.
It needs addressed.
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I agree that the special ammo economy needs work. The effectiveness of most special weapons is fine, but it's way too easy to get absurd amounts of ammo. There will always be outliers, that's kind of the nature of a loot game, especially since Bungie consistently tries to introduce new loot and wants us to want that new loot. The goal should be to limit how much they can be used, not to neuter everything that shines. This probably needs to start with eliminating scavenger perks in Crucible, makes the useless or give them some other function, but scav is the core of the problem. For the most part, I am fine with starting ammo, I don't think it's ideal as is, but it is a bit too enablist to get 2 shots every life with no limitations. I tend to think that 2 shots for the first life (and at the beginning of rounds) and 1 shot per subsequent life would be better. Gaining special ammo should be earned, via assists and final blows with primary weapons and some abilities, or something similar. Ammo bricks just don't favor the people who deserve them enough. Too many times random teammates pick up ammo that they didn't help generate. Cleaning up specially bricks after a firefight creates too much leverage for surviving players. If a 2v2 results in a double trade, why should the 5th player who happens along right after be rewarded with 4 bricks? These are just ideas, of course, but ultimately I think that the answer to fixing things like Felwinter's Lie, Arbalest, and other specials that feel OP is in limiting how much they can be used. Sure, a nerf here or there is probably the right call, but sometimes nerfs completely ruin a weapon (see Sleeper Simulant).