@pyrodactyl: I agree, and it makes me pretty sad. I think the big thing is Bungie doesn't totally understand what they've built with Destiny PvP, which in Destiny 1 was something that had the potential to be absolutely fantastic. They make changes based around the PvP numbers of what the bottom 50% are using, because that represents the largest portion of the community, and they also wait a long time to make changes. By the time they decide to make those changes, instead of a small tweak here or a small tweak there every 2-4 weeks, they wait 6 months and make massive changes to everything. Which is really unhealthy because it just shatters what the game was the week before and it almost has to be relearned. They also have this weird philosophy since Destiny 1 vanilla of being absolutely terrified of "Power Creep". In their terror, Guardians have actually seen the usefulness of literally every ability, every weapon perk, and even now with Destiny 2 our ability to customize those abilities in a way that actually makes sense in each Subclass. I'm not sure if that terrified philosophy comes from their inability to make enemies tough enough for us or what, but with Destiny 2 it kind of has gotten out of control how absolutely weak we all are in comparison to pretty much all of Destiny 1. Here a list of those changes just between D1 and D2.
- We now have static weapon rolls, and whether you agree with this or not, it has diluted the power weapons had the potential for across the board for Destiny 1. It was a lot more of a grind, but Weapons feel considerably weaker now than they ever did in Destiny 1, mainly because Bungie's perk combinations are rather useless for 99% of their Static Weapons.
- AA values have been drastically reduced across the board for every precision gun class. This has rendered Sniper Rifles and Hand Cannons rather useless in PvP, and not great in PvE. This won't be an issue for PC due to a M/KB, and it's highly likely this is the cause, but why they didn't keep the same AA values as Destiny 1 is silly for Consoles. Destiny 1 had one of the best feels to it of any console shooter I've ever played, and the balance between recoil and AA was the main reason, it was pretty much perfect.
- The Kinetic, Energy, and Power Weapon changes were directly done to impact PvP without their PvE considerations. Special weapons gave variety in PvE to what you could do and how you could stack damage in places like a Raid. It also allowed you to better cover Ranges across the board. It has drastically reduced Guardian effectiveness in PvE. (All of that said, I actually don't mind this change, as it has now grown on me, except Rocket Launchers in PvP, I hate every part of them and I don't think they should be allowed to exist, they are way too powerful, there is a reason they were the go to Heavies for PvP in D1)
- Weapon damage was reduced across the board in PvP. This has resulted in an increase of TTK by roughly 34% across the board. Which in and of itself wouldn't be a bad thing. But Bungie has a real bad habit of fixing the same problem from multiple angles, which doesn't actually fix the initial problems, but only creates new ones. A higher TTK is one of the reasons that has lead to the current "Teamshot" mentality that is so pervasive in Destiny 2. It isn't a fun way to play the game. It extends 1v1 engagements (if they ever happen at all) far to long IMO and puts you in far too many "Team Shootout" scenario's which aren't very fun and don't really seem like anyone did anything right or wrong, they just seem random who wins the encounter. This isn't fun and is very bad game design.
- Subclasses were reduced to Bungie made tree's of perks rather than Guardian customized like D1. This has drastically reduced the effectiveness of them across the board. In an obvious troll to keep us from being very powerful, they have seemingly put incoherent perks in combination with each other on many of the Subclass perk tree's, or in a couple cases (Voidwalker and Gunslinger), put such bad perks on those tree's it renders the entire tree useless.
- Along with nerfing our ability to even use the perks we want in conjuction with each other, they actually took the nerf hammer to the cooldowns of most of those abilities as well. In a best case scenario (running 2 Elementally correct Grenade Mods), Grenades take exactly 3x longer to recharge than they ever did in Destiny 1 under the same circumstances (5 Dicipline). This same concept is also true for Melee's. Supers also take longer but it isn't as significant like it was in the D2 Beta, since Bungie realized that never giving players a Super was an incredibly bad idea.
- Remember what I said about hitting things from both ends, while Grenade spam was bad in Destiny 1 at 25s for a cooldown, Bungie also decided we don't actually want them to do damage. All of the most often used Grenades from Destiny 1 were hit with massive nerfs of up to 50%, literally cutting their damage potential in half. The funny thing is, the grenades they left relatively alone, Voidwall/Vortex/Solar/Pulse/Swarm, are all easily the top tier grenades in Destiny 2, and the primary reason is because they weren't nerfed into the ground. Keep in mind all of these grenades were the bottom of the barrel in D1 because they were the most useless. And now, you are stupid to go into a Raid without a whole mess of Pulse Grenades. Keep in mind these same changes effected melee's hard too. Melee's got hit with about a 40% nerf, and to some about a 50% like the Striker melee which was very powerful in D1 doing 165 damage in PvP. This is the second reason why the bad Teamshot mentality is so pervasive. There are very few Grenade options that will actually punish a team of 4 just standing on top of each other shooting down a lane. If Grenades had more impact it would force players to watch from other angles rather than being on top of one another, and it would allow for those players to be more easily isolated by 1 player more often like what happened in D1. This would create a lot more 1v1 scenarios rather than 4 man deathsquads.
In essence, we are profoundly weaker than we have ever been. Not only did Ghaul take our Light, seemingly Bungie did as well. Their seeming focus on a PvP Esport, while also neglecting even that doesn't make sense to me. Where are Ranked playlists that show a rank for players in game. Basically we just get the downside of Ranked, bad connections with SBMM and tougher opponents in Competitive, with no way to see how well Bungie even evaluates us a player. I have no way to see that Bungie thinks I'm a top 1, top 10, or whatever % player. They also removed Custom Matches from Destiny 2, something that very much existed in Destiny 1. Why? It's the only true way for any Esport type of thing can even happen within Destiny 2. The only real Competitive thing we have is Trials, which in and of itself isn't the Esport thing they are seemingly going for. Speaking of Trials, they actually made Trials drastically harder by simply removing the Mercy available on Trials passages. My 145 Flawlesses from D1 would have dropped drastically to probably around 75 had we not had the ability to even lose 1 game. Due to this alone, when the population starts to drop, Trials is going to become an extremely toxic place, even more so than it has ever been. This is not good for the game mode, and another terrible design decision by Bungie. Having to reset 80-90 minutes of progress when you are at game 6 because either you played bad, came up against 1 team that was just unbelievably good (all top 1,000 players, has already happened to us several times, we even won a few of those games), or had a player lose connection on game 7 (happens decently often, Bungie servers are bad, it ruined a game we were 3-0 in, after we had just beat 13 teams in a row 6-0, 3v4 Trials in near impossible to win, even against worse players).
Add to all of this Bungie's laserbeam focus on the Casual crowd (those that play less than 5 hours per week) for Destiny 2 and their lack of any kind of focus on those more Hardcore players who have all already run out of things to do in Destiny 2, and I'm just not all that happen with the direction Bungie has taken with Destiny 2. Don't get me wrong, I love a lot of what they've done to please the Casual crowd, and I'm glad they did it (Public Events, Lost Sectors, Adventures, better Campaign, extremely easy to obtain Exotics, etc), but the fact that Static Rolled weapons/armor have removed any sort of hunt for better Loot, removes a lot of the joy of Destiny. The fact that I'm basically locked into whatever predesigned stat rolls Bungie made for Armor (I guess Hunters don't have an option to not be extremely Mobile since every Armor has 2+ Mobility across the board) and I've already obtained all but the unreleased Armors (like Iron Banner or if there are any different Raid Armors for Prestige), there is nothing to do once I played a bit of Fashion Destiny and made the best Armor set with as good of perks as I can. Making a Stat perfect Armor set with Mods is just way too expensive and honestly isn't even fun, so I'm just not going to do that. Then we have the fact that I'm only even missing 1 Legendary Weapon in the entire normal game plus a couple Raid Weapons that just won't drop for me (Sniper, Sword, and Hand Cannon), and I basically have nothing left to do but check in with Xur each week to see if he's selling the 3-4 Exotics I'm still missing (stupid Orpheus Rigs being the only one I actually care about outside of just collecting them all). The real sad thing is, I've run out of things to do in only 136 hours of gameplay... what? Even those that just play the game Casually will be hitting this point far before the first DLC drops in December. I've already seen my friends list dry up to only around 1/6th of the players that were on every day over the first 3 weeks. This is not healthy for Destiny, and I hope Bungie realizes this.
Wow, that turned into a lot longer Bungie rant than I expected... Sorry not sorry.
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