For the love of the traveler find a way to separate PvP from PvE! Don't force change on the PvE end of the game just because PvP players can't accept that they got out played. I played the PvP and it is complete hive fodder! Please just keep balances separate or have separate gear drops that can only be used where it was obtained. I'd rather drink vex milk through the bone of a dead cabal before I have to go back into public PvP!
[spoiler]I really only enjoy privet matches because my group always agrees to some wacky challenge that makes the game fun to play[/spoiler]
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They can already keep it separate they choose not to
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PvE will still get nerfed regardless since Bungie doesn't want us to have fun. Ex: Gjallarhorn, shotgun PvE un-buff, touch of malice+blessing, special ammo inventory, etc.
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Edited by Jonnnys: 5/9/2017 11:09:00 PMWhy do you feel like the nerfs have damaged Pve? Anything in particular? Some nerfs may have come from PvP but a lot of them worked well across both. While some nerfs were just uncalled for others were necessary. I'm all for faster Ttk on weapons etc but bungie are not, unless bungie were to prepared to buff everything to compete with the weapons or subclasses found to be 'op' which they wasn't, that just leaves them with a nerf nerf nerf mentality. Maybe they nerf a favourite weapon or subclass because of PvP etc but other than that no nerf has ever 'ruined' Pve, change is an inconvenience but that's it. EDIT. I know you can list nerf after nerf so could I, Pve isn't difficult, the nerfs made nothing any more difficult, hell I wish Pve were harder, might keep me entertained a little longer. Most people see the divide between PvP and PvE because of nerfs. Just because bungie screw up and listen to the wrong few players calling over powered, please nerf. It doesn't mean all PvP players are the reason for nerfs. Just look at nerfs over the last couple of years, how many do you see that seem so pointless and uncalled for. Bungie do what they want, it's their choice. I see nerfs in the weapon balance patch notes and wonder where they get their ideas from. If they'd balanced weapons and subclasses correctly in the first place there would be no problem. If bungie get the balance right for destiny 2 (they should do they've had nearly 3 years) they'll be no problem, no need for separating PvP and PvE.
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I know I'll sound dumb af when I say this or get a shit ton of hate for it, but I disagree. The reason why I disagree is because I personally like how it makes sense and it connects pvp and pve in the game and it doesn't really create many plot holes. From a lore and story perspective it is great. I do wish they did this in a way though that didn't bend over pvp and pve and make them utterly horrible (like it is now imo).
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PvP is in no way connected to PvE. What do you mean?
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It won't happen. Pvp is what keeps the game alive. Honestly, would you be content with just repeating strikes, raids and doing patrols? Alot of players would leave just because it gets repetitive and boring after a while. It makes more business sense to keep pvp going because it's a game mode that is never the same thing over and over. It's fluid and changing because your against actual players, and it's more engaging.
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hnnng i want attention I'm going to make a completley new post instead of up-voting the one that was made before.
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Vex milk is delicious
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How are we all going to react when thats the first thing they say may 18th??? "Pve and pvp will have separate sandboxes!!" Crowd goes wild!!!
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I share your frustrations with pve being effected by pvp (I main pve way way way more than pvp), but I think weapons should behave the same between the two and that any gun should be able to be used in either. I found this to be a strength. For example, in Vanilla, Found Verdict ruled the shotgun slot in pvp, but could only be obtained in the Vault of Glass. This meant that my pvp focused friend was willing to run the raid so he could get that amazing drop for pvp. Here's my issue: numbers could be adjusted individually between pve and pvp. Auto rifles (among other things) didn't need to be destroyed in pve. Also, I wish they changed things similar to the thorn dot change where they reduced it but made it stack, resulting in a pvp nerf but a pve buff.
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Agreed! Shotguns in PVE are almost worthless. Hand Cannons are slower TTK than side arms. Hell, melee and swords are the best weapons in PVE.
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BUMP!!!!!
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BUMPITY [b]BUMPITY[/b] [i]BUMPITY[/i] [u]BUMP[/u]
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Op, that sounds too much like c.o.d. boring. They say they work the same in both pve and pvp, but I never sniper anyone in PvP for 14000 damage. So clearly they ARE already seperated. If all guns stayed the same, indefinitely, the game would get stale quicker. But they -blam!- up the balance to make us need different weapons on a semi regular basis. Your pulse rifles are junk, time to grind for a good hand canon. Nerfed those, time to grind for a good auto rifle. And so on. Btw they'll also toss in a super good new gin to fit the soon to be new meta. They wanted hcs to bed good so poof everyone can have a great Pali. Then they wanted pulse rifles so poor engine had 30 clever dragons. Clearly they wanted side arms too rule for a while and poof, the vendor worm wood was available. And it was the only gun to always have ammo. That's as obvious as it gets. Now I'm babbling on..........
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The only thing i dont get is why PvE problems go widely ignored while PvP problems are normally dealt with. Crota is still a buggy raid, captains still get stuck in walls at aksis, skeleton keys still can't be transferred on the app, and memory of radegast still never recieved a fix for ammo carrying. And there are alot of weapons that get nerfed simply because of pvp, why dont we ever get PvE only buffs. Sidearms as a whole are extremely underpowered, fusions cant compete with shotguns and snipers in terms of dps, vex mythoclast holds so little ammo, and hand cannons are the only primary to consistently run out of ammo. Im not saying let PvP burn for the sake of PvE, but why is PvE put on the back burner only to have glaring issues never fixed. Just because PvE is easy doesnt mean its problems should be overlooked.
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As far as weapons go yes but for abilities separate changes is really difficult and sometimes it benefits both viking funeral is a perfect example for this now warlocks have a way to grant teammates a damage buff
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I was so sad when I realized Corrective Measure couldn't hold infinity billion rounds like it used to. RIP as fuq. [spoiler]It didn't actually hold infinity billion rounds. It was like 100 back in the day.[/spoiler]
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Guns should feel the same no matter where you are playing. I play both pvp and pve and enjoy them equally. Some of you out there believe that you either play pvp or pve and there is nothing in between. What alot of people dont realize is that they have been separating certain aspects of pve and pvp and somethings they dont. The way a gun handles and behaves should never be separated and for the love of god I hope Bungie doesn't listen to this nonsense.
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Edited by Rev: 5/10/2017 3:33:58 PMYes but there should be two separate light levels to better separate them .... PvP max light has to be about a 100 light below pve (During launch 50 below) This way people can't play PvP with out being over light and having pve weapons for crucible Crucible drops will drop according to the light of the crucible Drops can be infused with pve gear but will not surpass max light Pve gear can be infused with PvP gear but will only add half of the light from that pvp item [spoiler]what you think , I know i was jumping around a lot[/spoiler][spoiler]at least I think I did [/spoiler]
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If instead of trying to achieve balance and having a stale meta cruicble playlists had nightfall modifiers. Void burn Solar burn Arc burn Specialist Small arms Chaff Exposure Airnbourne Grounded This would change the game up everytime the mods changed. Some mods would encourage very passive play while others would be aggressive in your face. Every subclass would have its day.
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Just give PVP fixed gear/abilities. Easier to balance and you can still offer good rewards by making the rewards weapon/armor skins that just change the appearance. Imagine the crazy powerful weapons and subclass abilities we could have if they didn't have to be balanced for crucible.
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I agree with the haters on this post about pve being easy with any gun even if it was nerfed cause of pvp, however I would still like to see the 2 seperate parts of the game Isn't destiny like the only game that as both in 1? Not much sense in nerfing a pvp gun problem and also nerfing it for pve that had no problems with the gun, it's just bungle being to lazy and giving no fks about the community imo
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Edited by Wyatt-O: 5/9/2017 10:40:20 PMIf PvP is a training ground, then don't allow the regular PvE weapons. Instead, each week or month or however it is rotated have pre-determined load outs that players choose from, and you can rotate certain nerfs or buffs as well. Before landing in the crucible you are taken to weapon room where there is a variety of pre-determined weapons, you choose your load out and off you go. This could be time consuming, so cap it at 5 minutes & if you haven't chosen then the player is assigned a load out. This could be a good way to feature certain weapons and get players away from their crutch, and it kind of balances things out. For example, I am not really a Pulse Rifle guy but after a few rounds in the crucible with a certain Pulse I realize that it can tear some ___ up, so going to use that in my next patrol. Also, a shooting range would be kind of fun. You head into the range, choose any weapon that is available and fully upgraded, and run some challenges to see if you like. Maybe you try out a Raid specific weapon, realize it is BA & that gets you to doing more Raids. Or, there is a bounty specific weapon that has some major grinding before you get it, so test it out in the shooting range and determine if you really want to grind for that thing. I don't could be a terrible idea, or sliced bread.