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7/19/2015 6:14:43 AM
3

Bungie, legit Hard Light 2.0 balancing question.

Can we get some clarity on the damage falloff debate that's begun. The two sides are as follows: News statement as follows: Changes: Increase base Stability to 80 (was 65) Increase bounce count for Hard Light projectiles Hard Light projectiles are not affected by Damage Falloff This is copied directly from the 2.0 balancing article in the news feed. One side (80% from what I've seen) thinks its saying there will be ZERO damage falloff for Hard Light at all. The other 20% think it's simply stating that AFTER the hard light round Ricochet's, there is no damage falloff, meaning there's Falloff until it Ricochet's and then whatever the damage was going to be at the moment it began to bounce, that's what dmg it's going to do if it hits someone. Please please PLEASE clarify this. Thank-you!

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  • I guess the fall off means the following: Overpenetration was nerfed with one of the last updates, so this damage drop off after overpenetrating on of dem foes will be nil, so hard light can start to shine. I can't image that there will be no standard drop off (so no across the map auto rifling) But maybe it means something completely different, no one knows now...

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  • Im more interested in what they mean by bounce count. Like, will they actually bounce everywhere and penetrate targets and get like easy multikills? Because currently, Hard Lights projectiles only bounce back at the user when firing. Not really effective. You can hit things at a certain way to make them bounce another direction, but its not really useful.

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  • I'm sure more detailed information will be released closer to the launch of the weapon balances and the taken King. Just check back at Bungie's weekly update and their Twitter for news and updates.

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