The problem is how all of the stats are considered.
Crucible is equalized by ignoring a weapons damage rating while retaining it's attributes. So for example a weapon with high impact and a high rate of fire with a damage rating of 20 won't do much in a level 28 nightfall strike because it's damage rating is so low; but in the crucible the damage rating is ignored and all weapons have the same base damage so high impact and high rate of fire would make a gun overpowered.
In order for a weapon to be changed in PvP the attributes need to be changed not the damage level; meaning no matter how they change a weapon for PvP it will spill into PvE.
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I understand what you're saying, but the point remains that there is a mechanism for altering weapon stats based on the mode of game play (PvE vs PvP). The question remains as to why that mechanism wasn't used to fix the problems in PvP without changing what people have gotten used to in PvE. Let's just say for instance that they're dramatically changing the impact, range, and stability of a weapon. If they wanted to be transparent about it, they could have made a dual bar system in the item description. Imagine a blue (PvE) and red (PvP) bar that are each half the width of the current white bar. The length (representative of the quantity) could be adjusted and displayed for the different game play modes. Something like shown here: http://s30.postimg.org/vu5k91dsx/Pv_EPv_P.png Here's the point: Transparency. Why make the changes like they did, instead of not using the mechanism that does exist, to fix what the perceived problems are (OP weapons in PvP)? Why not explain the changes?