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originally posted in: Petition to Have Datto in TTK Stream
Edited by Un1337ninj4: 8/11/2015 1:17:11 AM
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Bungie's only proven to BE listening, look at the changes in 2.0, TTKing's tease info, right on down to the changes in 1.1.2 and 1.2.0.3, 1.2.0.1, etc. Essentially every patch since 1.1.2 has only ever included community feedback based changes be they sourced from Reddit, Planet Destiny, or Bnet.
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  • Deej always says "we are listening" Where are the private matches? Why are we on p2p connection? Why do I see this dude walking into a fking wall? Why do I play with 1 yr olds who can't hold a controller in iron Lagger?

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  • Look! You ignored 90% of his argument. Just like dobbins ignores 99% of the good in TTK.

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  • I gave my points and I wanted him to see the points carefully as if in my perspective

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  • Meanwhile purposefully ignoring his.

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  • To each his own opinion and point of view

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  • Skirted around my point.

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  • So unless everything's addressed we can forget about everything else that has been altered based on feedback? Right.

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  • OK look at TTK's new features some of them are very basic. Also husk of the pit is still glitches go to #feedback where barely anybody gets answers

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  • Edited by Un1337ninj4: 8/11/2015 1:31:38 AM
    Nobody gets answers as the patch hasn't yet be released and Bungie's already made a statement. Many of them may seem basic, and some may very well be. But they are in quite the abundance. Many of them aren't and most of them aren't however. Bungie almost never directly replies, just announces when the fix is nearly ready.

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  • Did you see what I wrote?

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  • Aye, but tell me, do you want those weapons Regime'd? Time and the other changes Weisnewski's team ALONE was working on were probably part of the series of hotfixes we had received in the mean time. Such as making dropoff it's own stat.

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  • Tell me why do we have an insta-kill meta?

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  • Because they buffed the weapons in a period of time where they hadn't done the math and playtesting. So what you're telling me is if they take too long they're not listening, but if they do it in a "reasonable" timeframe and it's borked it's some blasphemy?

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  • No not at all I'm simple pointing out that they failed at testing the patch. They kinda have me confused with weapons 2.0. Hand cannons are gonna be mainly close range, OK. Auto rifles are also meant for close range? Huh

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  • Edited by Un1337ninj4: 8/11/2015 1:48:04 AM
    HandCs have always been in an awkward spot as they were initially designated as a Special weapon but got placed in with Primaries by release time. (proven by one of the ol' ViDocs) That said with the coming changes with Autos, Pulses, and HandCs they'll maintain their current range being somewhere between the mid-range for Autos and the mid-range for Pulses. I was very skeptical of the mag-hit but seeing it's only a -2 on Fatebringer is a good thing to see as knocking TLW down to 6 shots and most weapons down to somewhere between 6-10 won't nearly be as bad as where they were in Vanilla.

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  • Look at the notes man it really seems auto rifles are more for close range than mid they are getting a range nerf even tho most current auto rifles have shit range stats

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  • Edited by Un1337ninj4: 8/11/2015 2:10:33 AM
    You miss understand, What I mean is in-terms of their viable range presented by bars is: HandC ///----i---- ----i--------i--- Auto//Pulse As in with relative terms the Auto's respective flavor for "Long-range" and the Pulse's "Close Range" is to be the HandC's sweetspot with the "i"s indicating where I had meant for their respective mid-ranges.

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  • Edited by Kilerdrake: 8/11/2015 2:11:51 AM
    I understand its just hand cannons seem more viable than an auto rifle on anomally or cauldron even shores of time and blind watch since all the maps are usually close range

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  • Edited by Un1337ninj4: 8/11/2015 2:25:19 AM
    Aye, and that's where we get to the Auto buffs. Note that the HandC and Pulse changes also give more viability to Scouts. With the coming changes the effective RoF most will experience with HandCs will be decreased to some degree, that said Autos as a whole will lie within the .75-.95s TTK range that all Legendaries sit currently outside of the High and mid-Impact Pulse Rifles. That, and with less Range and Stability generally brings a faster TTK when not accounting for perks which is probably the only really good side-effect of the 1.1.1 Auto balance change. (Meaning, while the Regime will remain the easiest to use and the best hands-down for ranged encounters the Necro will have a damage lead over it, after the patch the TTK difference will be .77s-.95s, Given the player can keep within range to deal that damage out of drop-off and land the crits. This translates in PvE as well where the DPS lead High-RoF models have over the max Impact models is 22.5 damage base per-second. Legendary HandCs currently have a gap of .73 or .86, max Impact models making things complicated as their TTK is either .5s or 1s based on target Armor.)

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