Continued from [url=https://www.bungie.net/en/Forum/Post/140814625]part 12: exotic snipers[/url]
Ok, this post series has gotten comically long, but I'm almost done. I would've just made one giant post if I could've, but seeing as I couldn't even fit exotic ARs into the character limit, I just decided to break it into sections.
[b]the Heavies[/b]
[b]Machine Guns[/b]
You didn't even bring up machine guns. While they're awesome in pvp, they could definitely use just a little pve love to let them complete with rocket launchers when it comes to boss busting. I'd argue the class could benefit from a slight pve damage boost, especially given the incoming blast radius buff to rocket launchers. Once again, Bungie, you've proved that pvp and pve are equally important to you, but pvp is more equally important to you than pve. Where's the pve love? New content is all well and good, but pve should receive balancing updates at least as often as pvp.
[b]Rocket Launchers[/b]
So, you're giving rocket launchers a tiny blast radius buff to help out with multikills? Funny, I didn't realize it was hard to get a rocket launcher multikill. In fact, I'm not sure I've ever heard anyone complain about rocket launcher blast radius. That being said, outside of ToO, the odd rocket launcher bounty, or those rare cases where you're actually on a large map, there really is no compelling reason to run a rocket launcher over a machine gun, as you can murder way more people. I guess that's what's you're trying to address with this buff. Now about Grenades and Horseshoes, I guess you've finally figured out the reason nobody runs tracking any more.
Goals:
* Rocket Launchers deal massive AoE damage from a distance – that's what rocket launchers typically do.
* Rockets are optimal when placed in the middle of a group – and that's typically the best way to use a rocket launcher.
Changes:
* Slight increase in base Blast Radius – my only question here is whether this increase is how much of a difference we'll see over the blast radius stat scale. It'd be nice to have massive blast radii launcher yield considerably larger explosions. Right now it's kinda hard to tell the difference.
* Grenades and Horseshoes proximity detonation reduced – while I have no problem with Truth being fired guaranteeing that someone's about to die, ToO has brought on a lot of proximity detonating rocket launchers and I remember dying at what seemed like annoyingly far distances (Tomorrow's Answer has been particularly aggravating at times). While it's great that 3rd gen Rocket Launchers have a great selection of perks and rolls, the only issue this presents is that it dilutes the appeal of Truth.
On the whole, I'd say the Heavies are in a pretty good place. Next to shotguns, 3rd gen rocket launchers have the best perk rolls, and machine guns are no slouch either. Only Hand cannons and scout rifles got especially screwed, especially since most of their first row perks are garbage and all their great perks are on the 3rd row. Snipers lost their two best perks—firely and final round—and you didn't manage to come up with a replacement. None of the new perks can even come close to either of those. That's a mistake you should fix in the Taken King. I almost forgot fusion rifles because I'm tired, so I'll cover those last. Besides, those nerfs piss me off the most. Performance-wise and perk-wise, the heavies are in a pretty good place right now. A minor pve buff to machine guns would be nice to make them more effective against those bullet sponges you love to make us fight and call bosses, but that's about it.
To be continued in [url=https://www.bungie.net/en/Forum/Post/140828016]part 14: the exotic heavies[/url]
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thanks