Why do Hand Cannons need so much range? They should do zero damage outside 30m. Invisible hunters are camping the back of maps sniping with hand cannons. Ace, Igneous, Crimils dagger, steady hands, etc... all outgun most scouts rifles easily. Scout rifles shouldn't absolutely wreck hand cannons from outside 30m.
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Buff scouts?? Sure, why not. We already have a camping and Lanning with ranged weapons problem, lets make the problem worse. Here's a better idea how about buff ARs and SMGs, weapons that actually promote pushing and aggressive play. I will always miss D1 vanilla pvp. Why, because the sandbox made sense. Scout Rifles and pulse rifles were support weapons, aka weapons used to cross and assist your team from a distance. They did not have high damage output for a reason. Scouts and pulses were very hard to use at close range and the aim assist was basically nil and none. There was an actual skill gap to these weapons. Nowadays, scouts might as well be railguns, they kill so fast you're dead before you even know what shot you. Auto Rifles and Hand Cannons are slaying weapons meant for aggressive play. These weapons had high damage output because that's what they're for "slaying". I also miss the special ammo system from D1 vanilla. Lots of ammo. Shotguns were not the problem, blink was the problem. Snipers were fine because they had zero aim assist basically. You had to actually aim. Fusions were a problem because of pre charging not because they were too strong. I miss 2014 Destiny :(. Scouts do not need buffs in pvp. Period.