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And yes, agree with poster above, slower TTK usually raises skill ceiling, and in general, more fun IMO.
Most titans in pvp still use bottom tree striker, though its ult isnt as op anymore they still have their knockout perk, which gives them higher melee range and damage (and is procced pretty much all the time), any sort of damage increase makes it a one hit kill
Even my friends who play CS:GO find longer TTK to be annoying as ♥♥♥♥ and one headshot kills to be better.
To me it seems the problem with that in D2 would be bullet magnetism (I can get why its there in PVE but not PVP) and crappy hitboxes (and these suck quite a lot) instead.
Edit: I mean I am aware that these are vastly different genres and the only thing in common is that they're all FPS games but I've heard similar stuff said by Battlefield players (BF5 and the complaints that its TTK is too short) and even CoD players (again, Modern Warfare supposedly has too short of a TTK) and yet, both are beaten in popularity by R6S (don't look at the Steam stats as that's only half of the community, there's a lot of people on just Uplay too, probably even more than on Steam) and CSGO in both regular numbers of players AND esports (name anything that isn't DOTA 2 or LOL that's more popular than CSGO, go ahead).
Hunters are the only ones who do not have a damage boost. (titans and warlocks are the ones who can get that 1.2x damage boost to bodyshot with arbalest...etc.)
So yes, Warlocks do get it on-demand but there's at least a bit of cooldown, and it requires one to be sitting in a small area.
Titans pretty much always can get one after a kill(or friendly kill).
Several arena shooters of old, say UT, had higher TTK, and even if you get shot first, with enough movement and aiming skill you could pretty much always win 1on1. It's widely not the case in games with short TTK. And to be absolutely clear, it's not necessary in all genres. In realistic shooters it would be awkward otherwise, but D2 falls very hard under arena shooter category, and Bungo made TTK that way (with all the supers and powerful stuff) so newbies could get kills too and not feel bad about losing to better players constantly. Probably intent was to tilt game mode to casual, but it never works like that, another design flaw right there...
I wouldn't say that having a low TTK makes a game less skill based. I'd say the skills simply differ than say, Destiny or CoD and here's why.
Yes, you do lose a lot of battles depending on who shot first, but that's where the different set of skills come in. In say, CoD (it's better of an example because Destiny has a distinct issue of being an MMO-like game with vastly imbalanced equipment, while CoD strives for balance between many of its weapons, even if it fails in that regard) the skill comes from being able to aim and position yourself better than your enemy. For Destiny character skills are also important and knowing how and when to use them is essential. Same goes for say, Quake, Overwatch and many, MANY of the other games.
On the other hand, you've got CSGO and R6S which require a different skill from you. Namely high accuracy combined with quick reaction time. You still need to control the gun you use (hence why say, Scorpion used by the Polish defence operator Ela in Siege isn't popular even on PC) but to a lesser degree since even weaker guns can kill you in 4-5 hits (which at ROF between 600-1100 can be either a lot or very little) or 1 headshot, so sometimes you just neeed that lucky hit. Siege does have character specific skills (equipment more specifically) to use, but those are besides the point.
And then the realistic games that require an even different set of skills.
All in all, I would argue that quick TTK doesn't mean "less skill" but that it rewards people with faster reaction times and better eye-hand coordination more, which doesn't seem to be the target audience of Destiny.
Edit: Oh, one more thing I want to mention. Siege has this funny way to balance things, where the defenders are able to use the area they spawn in to their advantage by reinforcing walls, placing traps, etc. which is balanced out by having "weaker" guns and therefore they should lose most of the time in a 1v1 standofs. This isn't always the case, depending on many other aspects such as positioning, possible defensive points, etc.
In fact I have a recording of me being shot at, surviving that because the other guy couldn't control his gun, then positioning myself so I could see literally just a couple of pixels of his head and then killing him via headshot. In that same match (different round) another enemy surprised me by firing through a hole in the wall. He missed all his shots and I managed to hide behind cover and return fire at him killing him instantly. So no, it's not always "whoever shot first wins".
Also, as a side note and as a trivia, I happen to know one of the ex-top 100 CSGO players in Poland (I honestly do not remember what spot was he at exactly, top 50, top 5, top 20, no ♥♥♥♥♥♥♥ idea, my memory fails me at this) and he wrecks in almost any and all FPS games he plays. Granted a pro Quake player would wreck him in Quake I presume he'd still be better off than say, a pro Destiny player would be in Quake. Or how he'd be better at Battlefield than a pro-BF player would be in CSGO. Why do I think that? Because I've seen him shoot. His recoil control, his aim and reaction times. It's all superior (edit from this point) so while he'd have to learn the skills of each character/class (depending on the game) and map designs (and possibly guns), going the opposite way you've got to learn not just the map design but also improve your reaction times, accuracy AND learn the guns.
But that's just my opinion.
Thank you for your honest and sincere reply mate. I wish you the best.