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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Edited by WinterSolstice: 3/31/2025 10:06:06 AMNot sure about a pvp buff. But a pve buff I'd like. Even with the 30% scout buff they feel so weak. It still takes FAR too many shots to kill. My hand cannon for example one shots and makes majors feel like red bars. My scout takes 2-3 hits on a red bar (This is low end content in endgame it takes like 1-2 hand cannon shots or like 6-10 scout shots) and don't even stand a chance against higher tier targets. I understand they don't want a scout dealing super high damage but I feel like with how most encounters in d2 are close range (Literally everywhere that isn't a public event area but even some of those are now updated to be closer in ranges) it wouldn't hurt to give em another like 20-30% buff. Also Touch of Malice has been STRUGGLING. With the 120% buff it only feels like I'm hitting as hard as a base damage hand cannon against red bars and once the exotic buff is gone feels really bad against majors and above.