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Destiny

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Edited by TuffMelon: 10/14/2014 7:39:44 AM
217

Nerfs, and why you shouldnt jump ship just yet.

Cant help but notice the large quantity of rage, happiness, complaining and complaining about complaining people have been doing, so i thought id start this just to settle some of it. For starters, before i fully begin, i understand people have a tendency to scream over numbers. Yes, big numbers are scary, but the arent always as bad as you expect, so consider waiting for the patch before you call for bungie on a cross. Auto Rifles Base Damage decreased by 2% Reduced Precision Damage multiplier from 1.50 -> 1.25 (head shot bonus) Stability decreased by 4% - 17% (driven by stat value) The base damage (i find) to be pointless of a change (to the point of being negligable), i can guarantee you wont notice it in a weeks time. Precision damage multiplier reduction seems to be to prevent the auto rifles from hitting way too -blam!-ing hard, in PvP. Not sure how well that will go down in PvE (their headshots seem alright there), but once again, reducing the headshot damage by ONE SIXTH will probably be less then obvious down the line. Now, the stability deduction is the big change. The real change. The only change you should worry about in concern to Auto Rifles. Keep in mind here it says 4-17% meaning the guns with lower impact will have far less of a reduction then those with the higher impact. And those with higher impact tend to have less firerate (meaning youll notice the stability loss less). As much as you dont like it, it MAKES SENSE. Bigger the bullet, the more the recoil. Auto rifles have been rolling around with barely noticeable recoil for a while now, allowing them to be accurate far past the range they (for balance reasons) should. Bungie are trying to bring the Scout/Pulse/Auto Rifle stat designs closer to what we remember from similar guns in the Halo games. They worked well, so dont shit yourself just yet. Scout Rifles Base damage increased by 6% Damage vs. Combatants increased by 6% - 25% (based on tier) Improved target acquisition, plus additional recoil tuning. Base damage of Scout Rifles was probably unnecessary (seriously, it felt that way with my legendary Scout Rifle), but since they did pretty average damage with body shots, this was probably to mitigate that to an extent, giving the proper feeling of a bigger bullet gun firing that bigger bullet. Damage Vs Combatants, now im guessing by combatants they mean other guardians in the crucible. And contrary to what people seem to want to believe, THIS IS NECESSARY. There are too many ranges at the moment where the scout rifle is far too slow firing to take people down. At the moment the scout rifle seems to be effective at ranges far too close to the sniper rifle. We shouldnt have to be that far back to be effective. Note that this buff will not effect the guns accuracy in any way, however: The third buff, of increased target acquisition (which could mean anything from aim assist to enemy tracking) could assist in the clos(er) ranges, without making the gun viable at point blank. Recoil tuning im guessing is testing out different ways to make scout rifles handle depending on their power. Im expecting higher recoil from this (so that you cant do 4 headshots in quick succession with almost zero recoil from the harder hitting ScourRs). Shotguns Decreased base damage at maximum range (falloff) by 20% Shot Package Perk now has a slightly wider cone of fire The Rangefinder and Shot Package perks are now mutually exclusive The damage falloff (to those who arent aware) means that the gun loses damage faster the longer the target is away. 1/5th reduction seems pretty extensive, but you can almost guarantee you wont be 1hkd from 20m away anymore. The guns will still be lethal at point blank to short range (as they should). The Shot Package perk (for those that dont know) gives the shotgun a tighter spread WHEN AIMING. Meaning it doesnt effect hipfire at all, and nor does it give the gun a longer range (simply more accuracy at longer ranges) The Rangefinder perk increases Range when aiming. So yes, now you cant have both at once meaning shotguns can no longer fire slugs. However the Rangefinder perk still exists, so you might find those shotties post patch to be similar to how basic shotguns work currently. Exotic Weapons Vex Mythoclast Base Damage decreased by 34% Increased Precision Damage multiplier from 1.25 -> 1.50 (headshot bonus) Pocket Infinity Enhanced Battery Perk has now been replaced with the Speed Reload Perk Vex Mythoclast damage debuff sounds like a huge deal (at 34%, it seems terrifying), but at the moment people seem to kill in 4-5 rounds. A 34% nerf means youve only got to hit 1-2 more shots, more or less (depending on how many body shots you make). Your gun will have better accuracy then most auto rifles after the patch (dont forget, your Mythoclast is a FUSION RIFLE, not an auto rifle), so that extra shot (or two) may not be too much of a hindrance. Not to mention the headshot bonus was increased so getting an extra headshot will take it back down to 5-6 hit kill. The Pocket infinity debuff removes the potential for 8 rounds (Meaning a ridiculous amount of laser pew pew) So people using it actually have to aim a bit better and cant just throw shit everywhere. I understand that this analysis will NOT calm everyones nerves, nor will people decide to stop complaining one way or another. But i hope people stop acting like this SINGLE PATCH (you know, a patch which could easily be re-patched shortly later) is going to be the collapse of everything we know. Seriously guys, its a game. Stop acting like its a job. EDIT: I wrote the rangefinder perk as increasing Accuracy, when it infact increases range. (which is why you can imagine that plus the shot package perk would be quite powerful) Changed to reflect correct description. EDIT: Thanks to IWablam i adjusted the info about the Mythoclast changes, more in depth details in his comment down below.
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