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#feedback

11/20/2015 3:34:34 AM
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Bungie... the bloomin' idiots.

[quote]SHOTGUNS Our last few attempts at curbing the lethal range of shotguns have made some dents in the legacy of The Felwinter Times, but currently there are still weapon builds that can kill at surprisingly long range (albeit less reliably). We are hitting range again in the form of damage falloff, but we’re also turning the focus to other ways in which shotguns can be lethal. Long range shotgun builds now call for more challenging sacrifices on other weapon stats: Stability, Rate of Fire, Reload, and Handling. Goals: Shotguns are most effective at very close range Complements melee attacks and other close-quarters class builds Offensively closing on an enemy with a Shotgun is a risk/reward timing game Reduce weapon agility so that CQ combat is more deliberate. Changes: Reduce starting damage falloff to match melee lunge ranges. Low range stat falloff starts at standard melee lunge. High range stat falloff starts at Blink Strike lunge. Final damage falloff distance extends 0.5 meters longer for a smoother drop. Slower ready/stow times for all shotguns. Additional recoil across the entire Stability stat range. Slower reload speed across the entire Reload stat range. Slower time to Aim Down Sights for all shotguns. Slower base movement speed when Shotguns are the active weapon (Walk, Run and Aim Down Sights. Sprint is unaffected.) Add 2 frames delay when firing out of sprint. Increase base damage against AI combatants to 1.6x (was 1.55x).[/quote] --------------------------------------- You specifically mention felwinters, and other shotguns like it, as the problem - yet you go nerfing every shotgun into -blam!-ing oblivion. If specific shotguns are the problem (which is the case) - FIX ONLY THOSE FOR -blam!-S SAKE! ==================================================== [quote]PULSE RIFLES Pulse Rifles are some of the most adaptive and efficient Primaries right now. The base damage forgives enough thumb skill up close that they can compete with Auto Rifles. The effective range keeps Scout Rifles in check at extended ranges, and the burst cadence forces a grueling pace for even the most adept Hand Cannon users. We like that they’re “having a moment”, but they need a few limitations in their raw utility. Goals: Pulse Rifle is optimal at medium range, but can still effectively engage enemies at close or medium-long range Pulse Rifles should feel strong in PvP, but don’t become the only competitive option Changes: Reduce base damage. Low RoF (The Messenger, Spare Change): 9% base damage reduction Med RoF (Hawksaw, No Time To Explain, Red Death): 8% base damage reduction High RoF (Bad Juju): 8% base damage reduction Highest RoF (Grasp of Marok): 2% base damage reduction Reduce damage falloff to start between Auto Rifle and Hand Cannon ranges. A low range Pulse Rifle will have shorter damage falloff than an average Hand Cannon. A high range Pulse Rifle will have farther damage falloff than an average Hand Cannon. Increase base damage against AI combatants to 1.3x (was 1.25x). [/quote] --------------- Yeah like a 5% increase for pve makes up for an across the board 8-9% damage decrease in all activities. Give all archtypes an individual pve buff to make up for the pvp nerf. It's so -blam!-ing ridiculous, and infinitely old, to keep having things nerfed in pve to adjust pvp. SEPERATE THE TWO. You've shown you can tweak individual archetypes RIGHT HERE by nerfing them individually for PVP - now go buff them individually for PVE. ================================================================== [quote]AUTO RIFLES The 2.0 update brought Auto Rifles back into the competitive PvP space as an option. However, we find they are still occasionally losing to Pulse Rifles at close range. Based on that data, Autos are coming up a tiny bit to help them fulfill their intended role. Goals: Auto Rifles are optimal at close to medium range Auto Rifles can effectively compete against Pulse Rifles in PvP Changes: Small increases to base damage. Low RoF (Suros Regime, An Answering Chord): 3% base damage increase Med RoF (Zhalo Supercell, Paleocontact JPK-43): 7% base damage increase High RoF (Arminius-D, Necrochasm): 4% base damage increase [/quote] ---------------------------------------- Now that you've figured out how to add damage falloff to the game mechanics: put auto rifle firing characteristics back the way they were way back in the day. As things sit now, auto rifles are under at least two different nerfs and it's really unnecessary. Get rid of this silly sideways bouncing crap, and make them settle back in to the original point of aim. The settle back into the original point of aim needs to be done on scout rifles as well. =========================================== [quote]Reduction in carried ammo inventory for all Fusion Rifles[/quote] --------------------- Fusion rifle carried ammo is already low enough combined with the crappy spread - to make fusion rifles not even an option in pvp or pve. Currently a sniper, sidearm, or even already nerfed to shit shotgun is always a better option for any activity. This better be a PVP ONLY inventory nerf. ========================================= Fabian Strategy Currently the effect of Front Lines is subtle and requires close attention to notice. The new approach to Front Lines focuses on a more tangible experience: we increase the base Rate of Fire stat and push the weapon up to the fastest firing Auto Rifle archetype, enabling the weapon to do more damage in less time (as long as you don’t miss). The visceral reply of the weapon as it cranks through the magazine feels much more appropriate for a Titan on the front lines, and the already ample Stability boost helps keep the rounds tight and focused. The new approach exposed a few bugs with magazine inconsistencies so we needed to retrofit the stat upgrade perks with new options. Changes: Front Lines perk on Fabian Strategy no longer buffs Rate of Fire as a bonus modifier. Front Lines now increases the base Rate of Fire stat to highest speed. Damage per bullet is offset to match the High RoF archetype. Removed Extended Mag perk and replaced with Flared Magwell. Removed Small Bore perk and replaced with Rifled Barrel. Needed to make these changes to prevent shipping a magazine bug that could trigger when reloading the weapon while Front Lines perk was active. Increased base Reload and Stability on the weapon to help offset the removed stat upgrades. ------------------------------------------------- Really? Just change front lines to 100% change the archetype of the weapon - effectively making it a net zero change (increased RoF, but decreased damage = no benefit.) In actuality it's a straight up nerf because recoil per bullet will still be the same... so when front lines goes active overall recoil increases. Congratulations: you nerfed an already piece of shit weapon. ==========================================================

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