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ShadonicX7543

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Everything posted by ShadonicX7543

  1. Constructive: Don't underestimate the collateral birdy nerf, etc Editing after recent PSA from DE Edit 2: I have read the just now posted "Plans for next week" response to the feedback, and have found it to be very reassuring that at least things aren't being taken lightly. I still want to keep this post up for posterity and have it be more of a statement on the logic being used moving forwards in the hopes that these concepts can help be constructive in the future as well Original: My idea here is not to pile onto the complaints about the update. They've been said plenty of times. I do, however, want to point out the irony in one of the changes that I hope can be noticed and assessed, and the potentially damaging logic behind it understood, if at least some attention is brought to it. My big issue is that they've painted the nerfs in such broad strokes that ironically, even the one ability Dante had that incentivized gunplay was gutted too. The Pageflight Paragrimm's status damage vulnerability allowed weapons that were either too slow-firing or didn't proc many status effects become more usable, viable and actually let myself and others dust off some weapons we normally wouldn't bother using. I've heard of people even pulling out spearguns because of it They may be painting their nerfs with hand grenades. In my opinion, too much may be caught in the crossfire too soon with such knee-jerk, not thoroughly discussed changes, and it punishes people who weren't a part of the initial problem to begin with. Reducing Dante's weapon effectiveness just makes him more suited for the problem itself: brainless nuking. I, for one, loved Tragedy because it helped me get rid of those enemies stuck bugged in random corners in Defense even if I didn't rely on it for spamming. But I can understand why it would be nerfed based on DE's "automated/intrusive gameplay" ideology. It just sucks to see the arguably more "build diversity enabling" ability of his to suffer due to it generally being used to advantage in an unrelated way (nuking). It constrains him more to the alleged problem behavior gameplay loop (I'm not here to argue with that), when those who were more creative than that, lived up to DE's ideals. I mean, when was the last time most people used a speargun? But even something like that, amongst other weapons and playstyles, unintentionally suffered from the nerf. It's debatable how intended the status damage vulnerability was supposed to be to begin with, but it was a very unique, versatile and engaging alternative to other generic weapon buffs that gave Dante a lot of flair. There are also plenty of ways to balance these things without eliminating them entirely. Pageflight vulnerability could apply only outside of his abilities. Tragedy could have lowered efficacy after cast until it's "recharged" with kills in order to promote gunplay and lessen spamming without making the pay-off of the ability feel hollow. Just some examples. Anyways, I just hope this collateral damage type of balancing is at least acknowledged so that diverse and fun gameplay doesn't get lost because of other, bigger problems being in the crosshairs of balance. Let me know if you have any thoughts. (sorry for the yappathon)
  2. I just think it's a little sad that those who missed week 1 rewards because they took their time enjoying the quest and open world slowly or didn't start day 1 are losing because greedy people want double rewards for week 6. It seems a bit unfair because a LOT of people missed week 1 for a wholesome reason and are being punished TWICE for it because some people just want more and more of stuff they shouldn't even have yet. :/
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