Edit: The community has spoken. It looks like flinch is a mechanic that most people like.
What does flinch do that makes the game more fun?
As of 2.0 my gripe list for this game is shorter than any other game I've ever played (except maybe Portal). It's a great game I could see myself happily playing for all 10 years save a tiny number of things that really rub me the wrong way. I am interested if the community shares my distaste for these features and they should be changed to improve player experience or if I'm just an oddball and need to go play a different game. As a result I am forming a poll for each of these features to see what people think.
This poll is for flinch.
Note: this poll is primarily for pvp. Flinch in pve is a different beast entirely.
1) Do you think flinch is a fun mechanic that improves the game by always being present?
2) Do you absolutely hate flinch and want to see it erased from Destiny?
3) Do you think that flinch everywhere isn't fun but that it's not a completely unacceptable mechanic? If you would prefer Bungie remove base flinch but make it available (or nullifiable) through perks like High Caliber Rounds and Unflinching, respectively, choose option 3. The flinch perks are currently weak. This would make them meaningful player choices.
4) This one is the least intrusive to the rest of the game and the easiest to implement. Do you simply want to see Unflinching make players immune to flinch so there's a way to sacrifice a perk to opt out of flinch entirely if someone really wants to?
My problems with flinch (This is a rant. I really hate flinch (my vote goes straight to option 2), but I hate that the Unflinching perk is a lie even more. You don't have to read this for the poll, but it's a start for discussion.):
If I win a firefight because of flinch it's not obvious and doesn't add any fun.
If I lose a firefight because of flinch it's obvious and it's frustrating.
Sometimes I kill an enemy I wasn't aiming at because of flinch. It's funny and all, but I know I didn't earn the kill and don't get much satisfaction out of it.
It adds a random element to firefights that supercedes aim. The player that aims better should win an otherwise even firefight. Flinch subverts that with a random element that may cause the player that aims better to lose. Recoil and enemy movement already fill the role of adding a constant requirement to adjust aim throughout a firefight. Recoil can be anticipated (it only happens when you shoot) and enemy movement is a part of player skill influencing the outcome of a firefight. Both of those are good. Random offsets are not.
Balance between weapons is critical, but randomization mechanics are not the way to go.
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