Why is the meta trash? 4 of the most commonly used weapons promote two completely different playstyles. Uriels + mida for mid-long range, last hope + antiope for short range aggressive. What exactly is the problem. Does uriels have too much range? Possibly, put if youre being outgunned by it at mid range then youre either being out duelled or aren’t using movement possibly. The meta is more balanced than its ever been as it doesn’t promote just one playstyle. Get over yourself.
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Except it's literally not as simple as that. Take a straight up duel against the Prosecutor (trials AR) and Uriels or The End versus Mida. The most skilled shot is not often a factor the screen shake from HC rounds is literally random in how it works and often gives the less skilled player an unfair advantage since there's no counter to it. Where did "unflinching" as a perk go? Why was it not in D2?
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Edited by vitisku1: 10/25/2017 7:51:48 AMWhich is why i mentioned in a previous post that uriels isnt the problem, the HCR perk is. My bad, i shouldve linked to that, or at least mentioned it. I personally believe that HCR should not have increased range as part of its perk. Its overkill. Flinch from HCR is strong enough to be a worthy perk on its own without having increased range. They should either remove range boost from HCR or lower uriels base range stat. “Straight up duels” (im paraphrasing) is a very subjective term in Destiny. Without dedicated servers its very hard to know who actually put first shots in. Ive died after moving into cover more times than i can count. That doesnt mean that i was shot through cover, it means that the kill didnt register quick enough. Basically i was already dead before i went behind cover, which means the other guy probably had a shot on me before i even saw him. So straight up duels usually go the way of whoever put shots in first, regardless of what weapons are involved. Regardless though, saying uriels is strong, which it obviously is, is a very different thing from saying its overpowered, which it isnt. Theres many readily available counters to it, both in terms of weapons, and playstyles. To finish, i know its sort of a cliched statement by now, ususally said by people who dont actually think about consequences of that, but buff rather than nerf. Specifically, buff handcannons. Handcannons have classically been the weapon to oppose autos at close range. And i dont think anybody would argue with me when i say that handcannons need some love. Edit: also to mention that while i love The End, if i see a full team of midas and dont feel like playing super aggressive, i use nameless midnight. Explosive rounds visual flinch is enough to outshoot it one on one most of the time.
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I agree with basically everything you just said, my beef is with the perk not the weapons themselves. And yes I actually mentioned in a thread just a few minutes ago that bloom on handcannons should be removed entirely. It's unnecessarily punishing.
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Agree with you on that too, i think theres enough rng in this game without having it on shots fired too.
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Also thankfully, with the individually tailored guns, they should be able to adjust these things without decimating entire archetypes of guns now.