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This thread is inspired by another: view original post

6/29/2016 8:04:43 PM
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Bungie, Innapropriate Blunting of Hunter's Attack.

First off, let me say I believe that Bungie's development has been doing a phenomenal job maintaining the fluid dynamic in the massive multiplayer world of destiny, and thus far has effectively utilized user input to try and equalize the playing field. That being said, the most recent update has got me extremely baffled. I had to try the update for myself prior to commenting on it, because I though maybe it was manageable. It seems to me, that the development department took a very generalized parameter about K/D ratio to make major shifts in players dynamics. I'm no professional statistician, however I noticed that the K/D comparison was a little inconsistent for hunters. In fact, the standard deviation(or variation of the K/D ratio) of them would alone disqualify that as an acceptable statistic to use. Excluding that statement, If you consider the K/D ratio difference between the classes, i.e. hunter vs titan, or hunter vs warlock, you can calculate a value called NNH, or what we will call, NNO (number needed to out-kill). If we say that along the timeframe depicted by the graph, there was an average K/D with hunters of 1.05 and .95 of all the others (except titan defender who shouldn't have a high K/D anyway considering their subclasses title/role) you calculate each characters difference in likelihood to gain 1 kill per 1 death (1.05-.95= 0.10). Now we calculate our "NNO" which represents how many kills a hunter would have to get before having an EXTRA kill when compared to the others with the lower average k/d (1.05-0.95 x 100= 10). In other words, the average player as a hunter would have to kill 10 opposing guardians in order to out kill his opponent or peer by only 1. Now lets bring that back down to a one game example. If the average leader of the scoreboard has 15-30 kills per game, that means he/she will only outscore their peers/ opponents by a range of 1.5-3kills. After all of those statistics are presented, though it might be significant that one player has a 1.05 k/d and the other has a .95, the in game example does not reveal an astounding variation in performance. I would like to see the statistics when considering things like "how many hunters achieved kills with precision sniper shots" or how many knife throw head shots were achieved. You need to assess each subclass by the skill of the player, not the perks of that class. In a gaming environment with an infinite number of variables, an infinite number of confounding factors must be considered. Plain and simple a hunter was designed to be an aggressive multi-kill character. Not to mention the hunter has low defense, and only middle of the road power. They are easily defeated in one on one combat, but offer great potential to those who have the skill to unlock it. If anyone from Bungie would like to discuss this topic more I would love to expound on my argument. Thank you, FR_son #balance #nerf #Hunters @bungie @bungiedev

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  • Let's clear the air here over this and just put it plain and simple. The playstyle of each character choice we make caters to the strengths of us as individual players. This isn't a skill based argument but simply a balancing and to take away anything inherently given to the hunters or any class for that matter with the simple metric that is skill based (k/d) is wrong. Bungie needs to take a deeper look into the metrics of each character before making nerf or buff decisions. This one felt very forced and in response to the uproar over the nerf of the OP Warlocks of the world. Don't go into this conversation making it "i'm more skilled than you" but rather make it how each character is a choice we've made to cater to our preferential play styles

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