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Destiny

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10/14/2014 8:15:30 PM
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PVE is complaining about the wrong thing

With the recent nerfs to several CQB weapons I see a pattern that most PVE players are saying they now have screwed Shotguns and assault rifles in there setting. I'm here to tell you that while your assessment is correct it's not aimed at the correct target. The real issue is not the nerfs but the lack of CQB weak enemies in this game. In fact with the enemies we do have it's actually MORE of a testament of how overpowered these weapons are that they have fared well in PVE to begin with(more so with the shotgun). Lets take a look at some enemies that COULD fit this role but don't and explain why. I'm also going to include goblins, dreggs and thralls as one unit called grunts. Lets start with one of the best cases first. [b]Hobgoblins[/b] These Buggers serve the same role as jackal snipers in halo. They pick you off at range at any given opportunity using said distance as their defence. Jackal snipers Fled at close range or died not to mention their accuracy would suffer at extreme close range not to mention they were soft targets. Hobgoblins don't share either of these weaknesses. They stay accurate at close range and in fact are more likely to kill you as you don't have as much travel time between the shot being fired and hitting you. Combine that with their shield slowing down fast paced CQB combat and you might as well just snipe them back. [b]Minotaurs[/b] These guys are also great candidates as they use a weapon that is bad to use in close range due to splash damage and headshotting them makes them more aggressive and rush you! Not to mention having no critical spots and constant teleporting making them a nightmare for a entrenched sniper. This makes him a perfect target for a shotgunner because it doesn't need a headshot to do HUGE damage and is unlikely to do so making him not become suicidal or aggressive. Not to mention it's nature to want to teleport closer is actually GOOD for you. But they ruin that by giving them a VERY powerful, hard to avoid melee and never recoils short of blowing it's head off. You may as well just put up trying to snipe them at huge distance avoiding the void bolts or use heavy weapons. If they would give the minotaur a less responsive melee and a easier chance to recoil when taking close range damage they would fit perfectly. [b]Sniper Vandals [/b] They have Zero defence against close range, but they have no ranged defence either as they don't really take partial cover. I nearly grouped them with grunts. Easily dispatched they could serve with better cover taking forcing you to get in closer to get them. [b]Sion[/b] You could argue that sions are the exception and are better dealt with in CQB but really they are fairly easy to deal with in general. They come with high movement and high damage in CQB though and easily staggered. Unfortunately they have very few tools to defend from high range targets and are easily headshotted. Making them really not focused around a CQB weakness but they have the potential to be a fun, challenging CQB target. I would say give them weaker shields on normal to negate one headshot bonus and that would promote getting in closer as the more ammo efficient way to kill them. This would also make the HUGE shields they have on heroic difficulty less of a surprise. Who didn't make the list and why. [b]Cabal [/b] In general they promote you being at range as they are designed to have powerful upfront fighters with large easily hit heads and heavy damage high response time melee make them hell for close range. With the exception of the sion. [b]Ogres[/b] These guys could be worked into something like that but they seem to be designed more as a big wall to be bypassed by heavy weapons. [b]Vex[/b] The rest of the Vex hand them selves to skilled marksman with long range weapons. From the large eyes and stomach crit zones. [b]Wizards [/b] These guys lend themselves to ranged combat as they have HUGE heads shallow shields and high damage and a death zone at close range. Not to mention they can float very high above the battle out of the reach of shotguns. [b]Knights[/b] Lease guys are in a strange spot. They have shielding to block ranged and they are hefty and do high melee damage with a responsive attack. They have huge heads as well meaning they are likely meant to be taken out by medium range and long range weapons with some curve balls in the kit to make it interesting. [b]Grunts[/b] These units are meant to spam you and are best taken care of with explosives at best. Realistically they are weak to everything. Give me your thoughts, am I right? Am I wrong? Why? Maybe you see other enemies as good CQB targets and mine aren't what you would have chosen. Feel free to let it be known guardians.

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