Bungie, I know this is going to be hard to understand and accept, but you NEED to know this. PvE and PvP are different. Let me repeat that. PvE and PvP... are different. One more time real slow so you can follow along. PvE... and... PvP... are... DIFFERENT.
Why is this so important for you to know, you ask? When you try to fix one you ruin the other. Judging by your blank expression, you don't understand what I mean. (I know this is your normal face, but it's even more blank than usual.) Well there was the Vex Mythoclast in year 1. It was godly in PvP and a beast in PvE. After it was nerfed for PvP reasons, it was hardly used in PvE except for a few diehards.
Year 2 there was the Sunbreaker subclass. Yes, the Sunbreaker whose epic hammer -and-anvil super activation sound sent even the most seasoned PvPers running for dear life. This subclass and the Stormcaller became the only 2 offensive subclasses with supers that actually meant anything in PvE. Golden gun requires you to waste an exotic slot to be at all useful. Arc blade also requires an exotic to be able to kill more than 4 enemies out of 20 or so. Nova Bomb and Fist of Havoc? Lolololololololol!!! Now we can add Hammer of Sol to this list of useless though supposedly destructive supers. All this done in the name of PvP balance. There are many more examples but let's move on.
This latest patch is going to claim types of weapons as its victims.Your ammo nerfs while needed in PvP are going to be very obnoxious in PvE. You attempted to remedy this by dropping more ammo but what about situations where you can only damage a boss in a certain spot. Golgoroth? Warpriest? Shade of Oryx? We will now have to use up ALL of our special and heavy ammo in 1 damage phase and be left with only primary. Unless we leave the damage buff area to grab ammo, that's about all we can do. This of course uses up precious time we could be using to bring the boss down and making these encounters even more tedious. Your KF raid already has low participation and demands really experienced players to keep 1 run from lasting 4 hours.
I know you can do this since you have made several changes that affect only PvP and others that only affect PvE. You just don't quite understand that the 2 don't really relate to each other. (Example: I love my Hung Jury for PvE, but I never use it in PvP. I prefer MIDA or nlx shadow.) They play differently and loadouts change accordingly.
If you are going to nerf something because it's overpowered or popular in PvP, make the changes ONLY affect PvP.
TL;DR - keep PvP nerfs in PvP.
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