@thepanzini: I think Destiny 2 might be doing ok. DestinyTracker has had 4.9 million unique users searched for at least once on it's site. That number for Destiny 1 only got up to around 10 million after 3 years. So halfway back there in month one isn't too bad.
The Bungie not doing anything for the competitive community just isn't true at all. See Private Matches in Y3, Bungie sponsored PvP tournaments, and all of the other things they were pushing at that time. I mean, this entire Crucible, while I don't like everything about it right now, was a way to cater towards that Hardcore PvP community of Destiny 1. Know where the idea for 4v4 came from... Sweats (ie guys like SirDimetrious above). They starting doing 4v4 as the primary group size for competitive matches and tournaments after Private Matches were introduced. Personally, I wish they would listened to these guys more often. There is no getting around it, these guys know and understand Destiny better than Bungie themselves seem to (maybe because they literally just play PvP all day long every day).
As far as the hit registration issues, it sounds like you might have misunderstood what he was saying. Destiny 1 both had worse connections than Destiny 2 has had so far, but also had better hit registration (after Hand Cannon Initial Shot Accuracy patch, basically Bungie made HC's artificially not hit where shot as a nerf, albeit the dumbest of nerfs, but one that lasted about 18 months), more base Aim Assist (like a lot more) across the board, and just all around felt better to play. The problem he's talking about is that Destiny 2 feels drastically worse because of the less Aim Assist and seemingly worse Initial Shot Accuracy across the board again (feels eerily similar to broken HC's during Taken King and early Rise of Iron, and considering how Bungie has in the past thought bullets not going exactly where shot is a proper balancing mechanic, it's is very likely this is exactly what is going on). Aim Assist in Destiny isn't really Auto Aim either. In Destiny, there are two different ways Aim Assist works. On Snipers, high Aim Assist only effects the speed at which a Sniper slows down as it passes a Crit (no doubt it's extremely helpful, but it's far from an Auto Aim as all it does is slow the reticle). For other weapons, Aim Assist slightly increases the size of the Crit as it has more Aim Assist. It doesn't pull bullets towards targets, just makes hitting them slightly easier. The more important two terms to understand when it comes to Destiny's shooting mechanics are Bloom and Initial Shot Accuracy. Every gun has Bloom, which is basically just the size of the Accuracy Cone, and the term to indicate that the Cone grows larger each and every time a bullet is fired. Single shot guns are impacted much more drastically by Bloom increases on multiple shots (this is most noticeable on Hand Cannons due to both their low range mixed with a high Bloom value). Initial Shot Accuracy is how small that Bloom Accuracy circle is upon it's first shot. To compound this issue, the range stats also effect both the Bloom and ISA.
Basically all of this is to say Bungie has really complicated mechanics to dictate Accuracy in Destiny. In Destiny 2 it feels a lot like Bloom and ISA are at the widest they've been in a very long time, which means guns just don't feel like they hit where you shoot them 100% of the time. Auto Rifles really aren't the issue right now. They are in a good place. Hand Cannons just really aren't reliable because they don't hit where they are shot consistently right now again. Same thing with certain Scout Rifles. The Flinch he was talking about in that video is also a huge thing. IMO primary guns shouldn't flinch other Primary guns much at all, but right now it's extremely hard to engage an opponent who has already shot you. This is a very bad thing. One of the things that he was talking about with Skill Ceilings is how 1 person just doesn't feel very impactful anymore in any fight. This is due to a lot of factors, most notably the fact that Grenades are pretty terrible across the board. So 1 player can't really hope to engage 2, especially with the compounding Flinch issues SirD mentions. All of these issues lowers the Skill Ceiling, which isn't a good thing, especially when a high Skill Ceiling was one of the selling points for D1 PvP. Skilled players could actually make impacts in matches, and all of the changes to D2 have drastically removed those impacts (obviously good players are still good players, but it makes the game a lot more boring on the high end of PvP).
These are some of the reasons a lot of us who played a lot of D1 PvP are kind of annoyed now. The game just doesn't feel as crisp, it's less fun, and it requires your team to be as on point as you are at all times. At least in my opinion, that isn't a fun place. I just hope they roll back some of these changes because all of my issues are design decisions on Bungie's part, and ones they can and have in the past changed their minds about, and I hope they do over the coming months.
Log in to comment