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12/26/2016 3:53:54 AM
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My thoughts on weapon rebalancing(crucible wise)

So I was watching Sir Dimetrious's weapon rebalancing video and made a comment here it is and let me know your thoughts and try to spread this forum around so more people can contribute and we can eventually have a better experience in crucible you should talk about weapon archetypes in weapons and how certain archetypes should be buffed and be viable in crucible like the high impact primaries [let high impact scouts always three tap headshot, pulse rifles should be able to 2 burst and have the best range, auto rifles should be a bit more ranged and stable as it fires slower, and hand cannons should be able to two hit low armor targets and have the highest target acq out of the hand cannon] and the mid archetype primaries [auto rifles need to do more damage and not rely on all headshots in order to compete, pulses should be able to always three to four bursts without relying on headshots , scouts stay same(burning eye, cryptic dragon)] then the low impact high rate[ auto rifles are fine now with low ammo, pulses cannot have high caliber as its cancer and should not have the range of a scout, hand cannons should have more handling and have stable recoil, scouts should have a bit more damage and is the only gun out of these archetypes that can have high caliber round also have a higher rate to have full auto and higher stability], so in short high impact=more range, more damage; mid impact= more damage, medium range; lower impact= no change in damage, significant decrease to range but higher stability than rest, and with pulse rifles of this archetype to never have high caliber special cases: Archetypes like hawksaw and distant star are weird and rare and they'll stay the same but distant star should have a higher damage output so it can compete with the cryptic dragons and the burning eye which that arch has a lower rate of fire but much greater impact than the distant star; though I don't have much experience so add on with your own thoughts exotics: last word still has range and so should be nerfed to be a defensive rather than offensive weapon,khvsotov is complicated but just have life support as a perk and have its scout and pulse settings be more like a scout and pulse rather than an auto rifle that can single fire or burst fire, no land cannot res snipe, jade rabbit will not follow high impact buff, zhalo will be nerfed of its perk to chain damage since it will follow mid impact buff but will be a monster if it has the buff and its perk active at the same time, first curse should have quicker reload and handling In general without much detail on specials and heavies: more ammo, more target acquisition, more stability, and less base range for high rate of fire (proud spire, 7th sense, zeal vector, and branded lord) mid rate of fire (1000, ashravens, two to the morgue, teacup tempest/wormwood) stay same; low low rate of fire snipers(event horizon, 77 wizard, matador) have low ammo pickups but have more damage and range with fusions having the best stability and range base stats like saladins Im not touching heavies as I don't use them much but I would like to see less solar exotics and more void and arc exotic heavy weapons

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  • I disagree 100% High Range = High Stability / Less Damage per shot Low Range = Lower Stability / High Damage per shot Look at HCs they are BACKWARDS. The best ones have the highest range, palindrone etc. It should be the low range, and the other ones should have higher range. Pulse Rifles should be as followed - 77/4 - Mid Range <take out HCR> 3 shot 74/7 - Highest Range > 3 shot (Best Stability) 66/14 - Lowest Range > 2 shot (best TTK but lowest Range) 59/30 - Mid Range > 2 shot + HCRs For reference if 59/30 was a 2 shot it would still kill in HIGHER time than 77/4. The worst TTK would be 74/7 but it would have the highest range and best stability. Same can be done for each class of weapons and until Bungie figures out that TTK is not the only problem the better. I laugh that Bungie actually put a Handcannon with the best TTK and can reach max range. All while the other HCs have no range, and terrible TTK, plus you have to land more shots. Handcannons [sorry i dont the archtypes] Tier 1 <fastest shooting> - Highest Range + Highest AA, worst TTK Tier 2 - 2nd highest Range + 2nd worst TTK Palidrone [tier 3] - LOWEST range + Worst AA + Fastest TTK Ill Will [tier 4] - 2nd highest range, 2 shots can kill low armor, = to tier 1 in TTK with 3 shots kills This would balance HCs as more skilled players would use Palindrone to get kills but on bigger maps the Tier 1 would/could be used since it would be the only one that could get max range.

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