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3/23/2017 5:12:25 PM
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I liked the PvP meta of fusions and autos. Fusions were a good middle ground between shotguns and snipers. Too close and you get blasted, too far and you got domed. And you could still beat an auto at range with a hand cannon or scout. And there were a good number of very accurate pulse rifles that could compete by being more precise.
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  • I don't want a PvP meta where everyone uses the OP thing atm. I wish you could use [u]anything[/u] and not be hindering yourself by using it.

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  • Then again, a lot of the viability from that meta was that there were a lot of different levels of skill in play in a game, so you could find players to beat with anything you wanted as long as you were a decent enough player. But then again, weapon choice should always be about strategy for me, where autos should do best in close range (but not too close) scouts should be a good long range option, and pulses being a good mid range option, with hand cannons suited to mobile gunplay. For secondaries, snipers should reward precision at a distance, shotguns should be the undisputed kings of CDC and fusions and sidearms should take the middle, with fusions being a more pre planned weapon use and sidearms being a good reactionary weapon. So that's roughly why I felt the first one was roughly the best.

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  • You have to have pvp map design to support your idea. The maps in D1 are all too small for longer range action and for guns to have their place with different playstyles and ranges, because I agree.

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  • Very much that as well.

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  • I agree with what you said. I think they focused to much on the weapons and not enough on the classes/subclasses. With what weapons they made exotic they should of had those be more like the Chaperon, rewarding in a skilled hand, but not so rewarding that everyone got that gun and it became meta. Or make everything meta! Buff things, with [u]slight[/u] nerf to the meta weapons, to become a meta -but not OP- weapon.

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  • Yea. That's the one problem I've seen with this game since it came out. Everything has become weaker since the game started. No one wants to somehow feel weaker when they are supposed to be becoming stronger.

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  • Yeah. The only spot where I was okay with a nerf was Thorn.

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  • It was honestly not that bad when it first came out. The biggest complaint I ever heard about it was that you couldn't kill more than 2-3 people before you had to reload. They only increased its magazine to 9 from 6 and made it reload faster. Then when the auto nerfs hit, suddenly it's a monster?! It all comes down to what you compare it to I guess. Since early on, it could 2 tap people. This of course wasn't that big of a deal since by the time the poison finished them off they had already gunned you down unless you went for cover. But that was another benefit of the mixed skill groups. When you fought others who had less of an idea than you on what to do, you could pull off those kills that others couldn't. Anyway. Just my rant on some destiny weapon tuning history.

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  • I don't remember that the auto nerfs made it a monster. I think they buffed hand cannons and didn't think about thorn. I never thought that a primary gun that could 2 shot you was a good idea. I think what Thorn, last I checked, is in an okay spot. The poison stops you from regaining health so that he could track or regen before you could.

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  • The poison is too weak to account for the speed of a guardian. You have to factor in movement and mobility speeds and compare that with a TTK for Destiny to have balance. Right now it is all out of wack.

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