@galerian: I'm pretty sure he meant the opposite of that, as in they will decrease over time like they did in D1, but that isn't really all that true of a statement. While we did go from Vanilla being Tier 10, to Taken King being Tier 11, to Tier 12, all those did was, at least for players who knew what they were doing, decrease a mostly useless Melee Cooldown. Cooldown timers did change a few times, but that was due to Sandbox changes rather than adding another Tier. Another aspect of this that doesn't make this same philosophy apply to D2 is that from D1 they changed how these things work and more Power won't decrease cooldowns worldwide. While new Armors may have higher Mobility, Resiliance, and Recovery stats over time, we will still be locked to 1 Mod per Armor, and only 2 say Grendade Cooldown Mods until they completely overhaul the Mod System (something it desperately needs). Mods are currently unfun and uninteresting, and hopefully sooner rather than later Bungie will figure that out and fix them.
IMO, Destiny 2's PvP would be a lot more fun and dynamic if TTK was lowered back down to Destiny 1 levels (or around 0.8-0.9s across the board), a place that was pretty perfect for this game (if anything it was only a bit too long due to the availability of Shotgun/Sniper ammo), Gamepad Accuracy drastically increased as well as base AA values closer to D1 (this would effect both Console and Gamepad users on PC, more or less drastically reduce Bloom and Initial Shot Accuracy M/KB users don't have to worry about), crank back up Movement Speed to D1 non Bones or Skating levels (more or less closer on Consoles to how the PC feels, maybe even a slight boost there), drop base Ability Cooldowns by 30% (from 83s to 58s) and rather than 9% Mods have a 15% reduction in cooldown (49s 1 Mod, 42s 2 Mods, compared to 69s with 2 Mods now), increase Grenade and Melee damage potential by 25% across the board to all Non AoE Grenades besides Tripmines (Scatter, Axion Bolt, Storm, Arcbolt, Firebolt, Fusion, Flux, Magnetic, Suppressor, Flashbang, Incendiary, Swarm, and Skip), increase the range and damage of the secondary effects of these grenades (Fusion, Flux, Magnetic, Suppressor, Flashbang, and Incendiary, half of the overall grenade damage should come from the AoE effects and effect anyone within the blast radius), increase the availability of Power Ammo in PvP (ie spawn 4 pickup points at a time rather than 2, killing other players without Power Ammo is both unfun and unfair, nobody benefits from the current situation), and reduce Rocket Ammo Capacity in PvP to 1 Rocket Max (there is a reason why Rocket Launchers are the PvP Meta, you can't take a Heavy Weapon people already didn't enjoy playing in competitive D1 because it was overpowered, keep it the same and throw it against the Special Weapons and think everything will be ok, less ammo for the most powerful Weapon is the easiest solution). I doubt we will see any of these changes tomorrow, because Jon Wisniewski is kind of the worst, but this is what the current Crucible needs to be viable. As much as all of this just sounds like revert changes back to Destiny 1 PvP, it's honestly a lot of what Destiny needs, because Destiny 1 PvP was a lot tighter, more fun game to play. Destiny 2 PvP as it stands is killing Destiny 2, and there is a very good reason why the Crucible was what kept Destiny 1 alive throughout it's lifetime.
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