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#Weapons

7/17/2015 1:43:12 AM
19

What I think of the upcoming ''balance'' update.

First of all, you all are a couple of small-brained monkeys who have no logic whatsoever. Now that I have that out of my system, let's discuss these changes. [b]Auto Rifles[/b] [quote]Changes: Increase base damage Start damage falloff closer to the player to emphasize its role as a close to medium range weapon Small reduction in base stability. Landing shots at optimal range is unaffected, but repeated precision hits require more weapon control to land consistently Boost damage by 10% against AI combatants[/quote] Definately a decent start, however, close range= shotgun territory. Also, a 10% buff to PVE is basically worthless (Depending on what the increase to base damage is), it needs atleast a 20-30% buff to be comparable to all these other weapon buffs. [b]Pulse Rifles[/b] [quote]Reduce base damage of the medium RoF by about 2.5% PVP: Bursts-to-kill (all precision hits) is 2 or 3, depending on victim’s Armor stat Small reduction in base stability. A burst should still land all shots at optimal range, but three precision hits will require more weapon control to land consistently Increase magazine size on for all base inventory stats[/quote] Is this the same BS you said about auto rifles? ''Nerfed damage of auto rifles by 2.5%'' what basically equated to a 15% nerf to any decent auto rifle out there! Not liking this at all, pulse rifles were PERFECT for mid range fights, and now you screw with things that don't need to be screwed... AGAIN. [b]Scout Rifles[/b] [quote]Increase base damage for medium to high Rate of Fire Scout Rifles PVP: Does not affect TTK in PVP on a Guardian with full health Increase magazine size for all base inventory stats Reduce Final Accuracy when firing from hip Fast firing outside of ADS will be less accurate Boost damage by 5% against AI combatants[/quote] This. I just don't understand... Scout rifles were already on top of the PVE weapon list together with a few select HC's, and you decide to buff them even more? I really don't dislike PVE is getting the much needed buffs, but c'mon! screwing with things that don't need to be screwed with yet again! [b]Hand Cannons[/b] [quote]Start damage falloff closer to the player to limit long range lethality Small reduction in ADS accuracy, targeted at making long range snap-shooting less reliable Reduce final accuracy when firing from hip Fast firing from hip is less reliable Reduce magazine size for all base inventory stats Reduce base Optics (zoom) for all Hand Cannons ADS now grants more width in favor of depth[/quote] So basically, a nerf. A freaking nerf. You nerfed the only thing that could be comparable to scout rifles in PVE. I honestly don't know what to say... How about you get some REAL playtesters in there, and not you guys? Hell, even monkeys would realize that if 2 things are on equal ground in PVE, and you buff 1 and nerf 1, that the one that got buffed wins, right? But... Let's continue. [b]Shotguns[/b] [quote]Changes: Shotgun perks that enhance lethality at range should be less effective when combined with a high initial Range stat: Reduce Shot Package Accuracy buff by 30% Rangefinder adds a 5% base Range increase on ADS (was 20%) Reduce Precision Damage multiplier on Shotguns by 10% Reduce damage against AI combatants by 10%[/quote] Seriously, balancing a shotgun is NOT that difficult, remember Halo? It was perfect that way. Now, make the max range you can get on it about 2 feet further to 1HK than with the Halo shotgun, and BAM. Balance. Also, yes. Shotguns are finally viable in PVE, don't nerf the damage when you already nerf the range. =/ [b]Fusion Rifles[/b] [quote]Changes: Slow charging, high Impact Fusion Rifles have decreased Range values Makes it more difficult to max out Range for these weapons Projectile Speed for Fusion Rifles is slightly reduced Emphasizes the need to lead a targets outside medium range Improve Accuracy for short range Fusion Rifles Reduce Accuracy for long range Fusion Rifles[/quote] [b]*Facepalm*[/b] Really, it just got hit by a nerf and it already was worthless in PVE... And you decide to make it even more worthless? *Facedesk* Seriously, I can live with these changes for PVP, but for PVE this wlll just make it even less desirable to use it. Therefore, I propose a 30-40% damage buff again AI combatants. This damage buff will finally finish the holy triangle of secondary weapons. Snipers=Full power at long range Fusion Rifles=Full power at medium range Shotguns=Full power at short range [b]Sniper rifles[/b] [quote]Final Round on Sniper Rifles buffs precision damage only, not base damage This change only affects this perk when combined with Sniper Rifles[/quote] Ok, so a 1 headshot kill will now be a... waitwut? a 1 headshot kill? So for PVP, this means that the perk is basically f [i]u[/i]cking worthless? *facepalm* When will you stop listening to the PVP crybabies, and listen more to your data. (Ohwait, I forgot you both listen to the data... AND crybabies) There could have been many solutions to this, but instead, you just decided to make it worthless in PVP. Both your final round issue, aswell as your shotgun issue could have been solved by simply just lowering the amount of special ammo that drops in crucible! Don't let people start with special ammo, let them grab it every so often. [b]Rocket launchers[/b] [quote]Slight increase in base Blast Radius. Grenades and Horseshoes proximity detonation reduced[/quote] Ehh, might make rocket launchers a bit OP compared to LMG's, but I'll say it again... Don't screw with things that don't need to be screwed with. [u][b]Exotic Weapons[/b][/u] [b]Hard Light[/b] [quote]Changes: Increase base Stability to 80 (was 65) Increase bounce count for Hard Light projectiles Hard Light projectiles are not affected by Damage Falloff [/quote] Welcome changes. *Applauds* [b]Necrochasm[/b] [quote]Changes: Increase base Stability to 60 (was 40) Increase magazine size Cursebringer perk will always trigger on a precision kill Cursebringer explosion has increased radius and deals more damage[/quote] I f[i]u[/i]cking salute you. [b]The Last Word[/b] [quote]Changes: Reduce Range stat to 10 (was 20), reduce Stability to 20 (was 30). Reduce effective range while in ADS. Increase accuracy and precision damage aim assist scale when firing from the hip. “Get three coffins ready.” Fixed bugs with Hipfire damage bonus applying incorrectly[/quote] Decent fixes, people who are skilled with TLW will still wreck shit and people who think they're good with TLW will be in for a fun surprise. Me likey. [b]Thorn[/b] [quote]Changes: Reduce base damage of Thorn’s Mark of the Devourer DoT (Damage over Time) to roughly 1/3 of what it was in PVP and PVE Allow DoT to stack up to 5x across multiple landed projectiles This is a net buff for Thorn’s DoT, but reduces the lethality of the weapon in PVP[/quote] So instead of 7, the DoT will be 2. And since your opponent dies in 3 headshots just like any other decent PVP handcannon this change will be... F[u]u[/u]cking worthless, now it's just a 3 headshot handcannon with a worthless PVP perk. (Although, it is still a very decent PVP handcannon, just wish they thought of something more interesting to fix it...) Wait.. It also counts for PVE? You guys do realize that Thorn is already F[i]U[/i]CKING USELESS FOR PVE... RIGHT?! *Brain starts to hurt* Ugh, ok, before I continue I just want to tell you guys that my cat can do better balance fixes than you, idc how much data you have on everything, as long as you do not know what is on people's minds and ASK THEM ABOUT IT, you can NOT balance a game the correct way. I have done multiple balance fixes for RPG's/other games that either my friends (Game developers in training) or game developers on certain forums requested, and bar 1 case (His coding was so far off that a 1% nerf to a sword meant the game would crash) all went completely as planned, and everything in the game was very decently balanced. Honestly, I would NOT mind using some time of my day to help you developers reach certain decisions when faced with balance issues. (Hell, if it means creating a more enjoyable place for the Destiny players, I'll do it for free.) Ok, moving on... [b]Hawkmoon[/b] [quote]Changes: Add a stack limit to Luck in the Chamber and Holding Aces so that only 2 of the bonus perks will ever stack on one round. This should prevent Hawkmoon from 1-hit killing full health players in PVP Add 2 rounds to Hawkmoon’s magazine when Holding Aces is unlocked Luck in the Chamber damage bonus reduced by 3%[/quote] Xbox player here, never used the Hawkmoon, so I think it's unfair for me to judge it. However, wasn't the ''all stacks on 1 bullet'' like a 0.001% chance or something? No idea why you would nerf a gun for that, but whatever. [b]Icebreaker[/b] [quote]Increase recharge time for Ice Breaker rounds to 1 every 8 seconds. Was 1 round every 5 seconds[/quote] Ok, more waiting. More waste of time. Oh wait! More time spent on destiny right? Clever boys.... [b]No Land Beyond[/b] [quote]Changes: Increase weapon handling speed for faster time to aim, ready, and stow [b]Adjust sights to fix overlap/parallax issue while aimed[/b] Increase time decay of The Master to 8 seconds Add an additional 20% Precision Damage bonus while The Master is active[/quote] Issue in [b]bold[/b] is the glare fix? Other than that, any buff is welcome to this gun. [b]Black Hammer[/b] [quote]Changes: Increase ammo inventory to 18 rounds White Nail perk now pulls ammo from your inventory[/quote] A fix sure, but you just completely wrecked the gun for boss battles. But making it more viable in normal PVE was a decent tradeoff I suppose... (Will continue post for Lord of WOlves and Gjallahorn, since no room)

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