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8/6/2015 3:10:12 AM
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that's one perspective. Hand Cannons (even legendaries) had a large advantage in terms of time to kill. they would snap onto heads removing some (key word, some) of the skill required to land headshots, and was too effective at range, defeating the purpose of scout rifles on most of the maps (which are usually small). this nerf keeps the hand cannon time to kill really fast, still the fastest of all archetypes, but it's harder to get easy headshots. auto rifles needed a nerf, but not a damage nerf. they are fixing that by increasing damage, but decreasing range. they will now be what they were always meant to be: a safe, close range option with decent TTK. the grenade-to-super stacking was unintentional. plus it's barely a nerf. a difference of about 2 seconds. This makes many many more weapons viable. it's not about ruining the guns, it's about making them competitive, not the one-and-only-clear-cut-choice. If you saw the usage statistics, hand cannons blew blew bleeeeeew all other weapons away in terms of usage by a landslide. some ppl say OP, I'll say centralizing. when looking at what you wanted out of a weapon, there were obvious answers. that's bad. all options should be SOMEwhat viable. what do you want on a shotgun? pretty simple answer, and that's not good. all those other perks shadowed by the clear-cut, centralizing choices. Trials turned into a battle of who can Thorn / Blink / Shotgun better instead of, well, a balanced game type. That's my opinion.
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