It's weird to me that I love Destiny and here I am criticizing balance changes. Then again, the game's been super fun, and I'm finding the guns less and less fun to use (I don't think I've found a single gun from House of Wolves I like), so... maybe it does make sense. Whatever. I love it less than I used to. A loot game should never make its players feel disappointed, but that's pretty much exactly what Bungie has done with every subsequent release. I wish they'd rethink how they handle guns so I could go back to loving it more.
I'm gonna ramble about a bunch of different changes to the game.
Lol I do everything from camp snipe, to mobile snipe, to blink shotgun, and just plan ol run and gun. Thorn is an abomination. Worse idea I've ever seen in a video game.
What'd make it a lot better was if it was redesigned purely as a PVE gun. Right now, it's not a very fun PVE gun, and it wasn't fun to go up against for some people in PVP.
But Bungie's got some basic problems overall, like... remember that one time they patched shotguns "for CQC builds" but there's no such thing as a CQC build in the game, and, in fact, getting anywhere near a boss or other enemy is a really bad idea in Destiny, so it's in a player's best interests not to use a shotgun. In PVE, shotguns are really only useful for killing mobs. In PVP, players have gravitated to blinkshot or camping.
Rather than improve shotguns to make them more fun to use and encourage cool play, Bungie has simply nerfed blink. This is pretty typical of Destiny's patching so far--when players devise a particular strategy, Bungie makes things less fun on the whole. Look at how most of the fun perks in the game have been drastically diminished to "bring them in line with" the new perks. The end result is that most guns are less fun to use, because Bungie didn't devise a solution to make guns more fun or more viable in other roles.
I have a little bit of experience with this type of design.
The smart fix for shotguns would have been significantly increased range, which sounds counterintuitive at first, but shotguns already have a big drawback: they have a slow rate of fire unless you pick an auto shotgun. A shotgun should function as a "get off the point" weapon. It's for players who like rushing: berserkers. They should run into a room and everyone else should scatter. It's the anti-camping tool. It should be viable enough at range to turn a fight into a duel, but slow enough that it's not just BAMBAMHAHAYOU'REDEAD unless the player gets within one-hit melee range.
One of the big problems with shotguns was that players will A) only use max-range shotguns (Party Crasher/Felwinter's Lie/Matador 64) (which tells us that shotguns need more range on the whole) , B) camp because there's no way they can close distance between themselves and their targets, and/or C) use blink as the only way to close distance between their targets.
Shotguns are currently guns of extremes in Destiny, which is not their normal role as a weapon type in... just about every game ever. Shotguns have basically been balanced in a way that incentivizes bad play, because Bungie's design philosophy appears to be: "stop the players from doing certain things," instead of "design weapons to encourage positive and engaging player behaviors."
To stop blink/instakill and camping behaviors, Bungie should have increased shotgun range but altered the damage falloff curve. It should take players two hits (based on that slow ROF, three with the fastest auto shotguns like Invective and Horseman) to kill average enemy players, one hit at immediate range, and no more than 3-4 hits on most yellow bar enemies on a maximum damage shotgun. You should be able to empty an entire clip of a fully upgraded Invective on a Praetorian and kill him, even with the shield element difference. That's where the gun's going to start feeling fun to use.
If you have to reload your gun before you've killed your foe, and that foe is not a deliberate, powerful tank character (e.g. a boss or miniboss), then that gun will feel bad.
If shotguns had some semblance of range, and only had the instakill at close range (getting up in someone's face), they'd be more viable in PVE (though boss damage output still needs to be reduced and bosses should telegraph their close range power stomps better) and more viable in PVP.
Couple that with increased ammo capacity (does anyone use Invective at all? It only has 15 total rounds, and as an automatic shotgun that will often fire multiple rounds in a single trigger press, it eats through ammo like spiders through cocaine), and shotguns start to get a lot more balanced, and actually useful.
As it stands right now, they're just not that interesting of a weapon class to use, and that's before considering that literally every perk in the entire game sucks right now. I mean, the only good thing I saw in the perk patch notes was that Mulligan's up to 20%, and even that still seems low to me.
Emblem will come from PVP related subclass quests. See Luke Smith's latest tweets.
Pretty sure those are PVP related
steps, because there is only one quest for each subclass.
I think it's okay to have some items that are designed for one mode or the other, particularly PvE since that's the meat of the game. The Hunter Celestial Nighthawk helmet, for example, is designed for PvE.
The direction the PvE gear is going with TTK is toward situational specialization (have the right burn resistance on armor for a given Nightfall, for example). So a pistol that had a perk to short circuit Vex might be interesting. Could still be useful even in PvP without that perk. You'd want most gear to be overlap, but the odd specialization here and there would be fun.
The biggest problem with the game is that most of its weapons are balanced towards PVP, yet most of the game happens in PVE. As I illustrated above, shotguns completely suck in part because they keep balanced to counter PVP strategies, and aren't that great in a majority of PVE activities as well. This is especially true for endgame activities where equipping a shotgun means getting close to things like Zealots, clusters of enemies with burns, or enemies with super good melee. It's not that shotguns are completely non-viable, just that you're almost always going to find a better choice in literally any other weapon class.
As a guy who loves shotguns, and is taking great care on designing my own, how Bungie has handled them has disappointed me. That Tex Mechanica one looks incredible, yet the perks don't really match how shotguns function in game right now, and its range isn't all that hot.
It'd be nice to have weapons that do damage to individual racial types. Crota weapons do this, but their Hive-specific perks can be pretty good--some can shoot through Hive shields, for instance. The problem with House of Wolves weapons was that they'd often give you perks that literally do not synergize (Chain of Orbiks Fel is a void machine gun, so it's useless against any shielded Fallen), the perks are often not that advantageous (slightly increased damage to Fallen? Just use a different gun), the perks often replace more interesting ones (because they take up a slot, rather than add a different one like previous endgame gear), and you can't reroll them when you get a non-synergistic roll.
House of Wolves featured boring fights leading up to one fun fight with no checkpoint (boo), then dropped guns that had these perks that often didn't synergize with the gun element and/or had at least one weak perk taking the place of a better perk (why pick a gun with 'better melee' and 'might rarely stop captains from teleporting' when you could pick a gun with, say, speed reload and final round, or field scout and auto fire?). It's better to use Found Verdict (arc, full auto, final round) against a Fallen Captain than Wolfborne Oath (fire, 25% melee bonus after a kill, potential to do slightly more damage to one fallen type or suppress a captain's abilities).
Not only that, but Found Verdict is a good gun you can keep equipped through an entire mission (you should never equip a gun in a mission/strike/whatever, then part way through, disrupt the flow entirely being like 'oh wait guns I have to change all my gear!'), because it has more than one use case.
This is just an example using one of my favorite guns (I mean, dat inadvertent Mad Max Reference, mmm, tasty) and a gun I really wanted to like, but didn't, because it sucked. I could do this with any Queen or Skolas weapon. That's not even considering things like "scout rifles took an overall hit in terms of ammo capacity" or "a bunch of new perks make guns not exciting to use."
It's really backwards to see Bungie making Black Hammer less useful. It's a gun that's got an extremely narrow purpose (it's only good for static/stunned bosses--any other time, you're better off using Icebreaker or any other sniper ever) and is easy to screw up. If anything, they should made it a four round sniper, buffed the headshot time, and then reduced the stun. Still good against tanks, but less good against Archon Priest/Skolas/Valus. Not really used for anything else, because it's just kinda crappy.
Black Hammer needed a change that made it better to use in broader situations, while making it less of a must against other types.
That said, did it need a nerf at all? Is it that bad that players who've played through Cerberus Vae III a thousand times might want to rush through it? The game incentivizes rushing. No one wants to spend five minutes on the tank every single time. Now, Icebreaker's a better choice. Icebreaker's pointless nerf isn't going to change the way players tackle that fight--slowed down, the most efficient way to fight that tank is still sniping it at range. Nothing is going to change how players handle that encounter without significant fight redesign. They're still going to snipe.
All Bungie did was making sniping take longer.
...which... seems really weird to me? Because, like, they fixed Cerberus Vae III a while ago because everyone hated it because
it took too long. The biggest problem with the fight has been reintroduced due to weapon nerfs.
Now, Bungie might go "well, icebreaker was fixed to keep it being less used in the crucible," which brings us back to what you said, GhaleonEB, about some guns being better for certain modes. It would be nice to see Icebreaker nerfed in the crucible (but, I mean, most people use other snipers, because that exotic slot is better taken by a primary) and kept the same. Like, I dunno, "this gun recharges quicker against minions of the darkness" or something.
What's weird is that Black Hammer is supposed to be good against Hive, but there are no hive actually worth using it against (you can't really snipe Omnigul well, Crota needs rockets, Ir Yut is too maneuverable, and it's better to use other guns against Phogoth).
Right now, the biggest thing Bungie can do aside from "let players upgrade all year one items with Etheric Light" is... well... sit down and completely redesign perks and think about stuff that's actually good.
In what universe is "activating your super fills your mag" or "successive critical kills with this gun adds one round to the mag" an exciting perk? What makes me go "yeah, I want to track down that gun?" With the massive perk nerfs in the patch notes, and the new perks I've seen mostly looking dull, especially on exotics (it should be telling that the only exotic that looks exciting to me right now is Telesto)... it's... like... why should I stick with this game if the guns are going to be less exciting?
And this is really the core of Destiny right here--it's a game about obtaining loot. Everything is motivated by loot. Loot must then be exciting, and players must feel like obtaining that loot was valuable. By leaving exciting loot behind and introducing crap perks while nerfing the most exciting perks (which themselves were kind of boring), Bungie's going for something that completely contradicts the player motive in the game.
It would not surprise me to hear that Destiny's active player numbers fell after House of Wolves. Most people I know stopped playing shortly after it came out. Why? Loot wasn't exciting.
Bungie needs new, exciting perks. It needs things like "has a 20% chance to ignore shields and do damage" or "penetrates shields and does (reduced) damage with every hit" or "summons an enemy to fight by your side" or "kills with this weapon create an illusory clone that distracts minions of the darkness" or "splash damage from this rocket triggers friendly health regeneration" or... y'know what? Just look at games like Diablo 3 for ways to make loot exciting. Heck, make guns that feel class-specific, like some pieces of armor do ("carrying this--19 round, stable--scout rifle lets hunters carry an additional trip mine". There's precedent already--Bad Juju+Obsidian Mind, for instance, is a Warlock must-have. It'd be nice if the other classes had similar, powerful builds.
I'd have it gradually blind someone like a reverse Titan grenade.
Get hard light. It's your gun
That would be pretty fun, though people would hate it, because they can't counter it. That's what most of the "please nerf" comes down to: people want to be able to counter weapons used against them. Thorn causes players to run or die (only reduction it needed was a range reduction). Shotguns keep having people beg for nerfs because it's either no damage or instakill.
Also: hard light is year one only, so... y'know... it's kinda useless for everyone who hits Level 40 and starts only playing endgame.
Was an owner of the vanilla legendary edition and had the Gamestop preorder for the red sparrow and jump ship customisations. Is there something special to do to get those on a new character? Only thing for me on the mailbot was like 15 strange coins.
They're not on the mail bot. They're located in the terminals near Amanda Holliday as unlocked vehicles. Go pick 'em up over there. That's where mine are.
I'm bummed out I never got some of the emblems and stuff that I--think--I was supposed to get. Like, Founders Seal (I played the Beta), The Inner Chamber (I have played Destiny/Reach/3/ODST/2, so...), Sign of the Founders (I played everything in the beta), and I think a couple others.
A few days ago, Urk mentioned something about an option for year 1 players to experience the story from the beginning. Do we have any more info on what he meant?
Currently I can find nothing of the sort, except the abandoned quest kiosk, but I really hope that's not what he was talking about...
Pretty sure that's what he was talking about. And y'know what? It works pretty nice.