The separation of the two sides of the game should have been the standard from the very start of the "planning phase" for Destiny 2.
And if D2's "director" had any semblance of intelligence in his career field, he would have balanced this game like WoW or FFXIV did (since they balance PvE and PvP separately and successfully).
Bungie [i]should have[/i] "balanced" D2 heavily in the favor of PvE, allowing Players to keep their God-like power levels, Ability/Super cool-down's similar to D1Y1, and an even deeper level of Character customization. This keeps the fun weighted heavily in the Player's favor, and will retain nearly all of D2's PvE majority Player Base.
"But, Vampire... what about my beloved PvP?"
As much as I despise PvP as the cancer on MMORPG gaming that it is... I have thought of that.
You already enter a separate loading screen upon joining the PvP section of the game. In every MMORPG/Online RPG/etc., this is the case. Due to the nature of the PvP activities, there's no way to seamlessly enter from the PvE side to the PvP side. It requires segregation of certain areas of the servers, specifically coded for PvP.
That said, PvE God-like Abilities/Supers/Weapons would create horribad imbalances in PvP. But Bungie has definitely made it known that they know how to balance out PvP to keep Players on a more-or-less even playing field. Their huge mistake was thinking that PvE and PvP play the exact same way, and thus they have PvP "balancing" applying to PvE equally.
The solution is as I alluded to above.
Tune/tweak/balance the entirety of the game around PvE. Let the Players feel like Gods. Let them have deep, thorough Character customization like they've never seen in a Bungie game before (Bungie needs to channel the Spirit of Bethesda in this regard...). Let the Players [i]actually[/i] create "Legends".
But also have the coding for PvP "balance" apply, but the trigger for the coding to take effect happens only and solely when a Players manually and purposefully chooses to enter PvP.
As the PvP area/section of the Servers is loading up, apply the PvP balancing updates/tweaks at that time, and remove them when a Player "quits" out of PvP back into the regular PvE heart of the game. Thus; when a Player moves into the Crucible from the Director, as they're loading in to the PvP side of the servers, the PvP Updates and adjustments are applied to the entirety of their Character. The game mechanics in this segregated are would have already been adjusted for this separate section of game play, thus the load to update what is needed to make a Character "PvP ready" is low. Once the Player is done in the Crucible and "quits" out to the Director, then the small lines of code tell the game that the PvP no longer apply. The updates and adjustments are removed, and the Character goes back to the base God-like stats that the PvE side (in this, the whole core of the game) has been designed around.
This requires no more man-power or money on the part of Bungie, and even satisfies their self-described goal of having Player Equipment/Abilities/Supers uniform and usable across the entire breadth of the game.
Bungie at this point; would be able to make minor tweaks/updates to the PvE side to allow for Players to keep their God-like power, add in new DLC Quests/Weapons/Armor/etc. Bungie gets to keep the "Fun" in Destiny 2, and would greatly appease and satisfy even the most hard-core of MMORPG fanatics that may play Destiny 2.
But this would also allow them to heavily tweak/update those very same Weapons/Armor/Abilities/Ammo Drop Rates/etc. to allow them to keep their precious PvP "balance" intact as their E-sport dreams dictate.
This separation would also allow their vaunted Sandbox Team to not only keep an eye on PvP, but would allow them to address any glaring issues/bugs/glitches/weapon imbalances/ability imbalances without borking the PvE side of the game.
This is a solution that almost every MMORPG that also has optional PvP has done, and it does work beautifully. This is the way that Bungie should have tuned Destiny 2, and they would have if the Game Director didn't have his head stuffed so far inside of his own poop-chute...
Making this change though... Separating PvE and PvP, and allowing PvE Players to keep their God-like power and actually build Legends... this type of positive Player QoL benefit change would actually cause me to go out and buy three (3) copies of Destiny 2 tomorrow.
Hear that, Bungie?
If you make this change, I'll not only go from being a "Definitely not buying" to "Definitely buying multiple copies".
And I think many other Gamers would agree with me on this.
I'm definitely interested in Player thoughts on this.
Please, discuss.
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Edited by badbrain1: 9/1/2017 9:11:49 PMPersonally i think its fine the way it is. Well at least from what iv played on beta d2. D1 it did had issues mid phase of it lifetime for pve but eventually they have resolved this issue due to them tweeking ai settings on weapons and supers. Though now it became easy mode. Now with d2 it is in between (based off my perspective in playing beta). Red bar health and shielded red bar health enemies are easy to kill. Yellow bar not too difficult to knock out. especially if you work as a team. Now bosses i can see them as bullet sponge but the whole point is so it artificially shows difficulty. The longer the fight prolong. The higher chance of mistakes being made and thus causing wipes. Wow pretty much does the same thing( high health) plus more. They use other mechanics to artificially make the game difficult. moves that forces player to move which could delay and slow down dps + adds(ff14 also does this). Destiny does it differently spongy boss(This part isnt enough cause we dont melee bosses so it would make the fight too easy) and then we we adds that come in at certain % to prolong the fight. Forcing us to attack them before boss. All mmo follow this similar format (adds greater than boss).This part i dont have issues with. If anything my main concern is ammo economy for power ammo.