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8/17/2016 8:21:19 PM
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Sols, I agree with almost everything you are saying, except this: [quote] Then there is the waste that are high impact/low RoF ARs. Again why would anyone ever use one of these when you can kill as fast or faster with a bullet hose and you get twice the magazine size? [/quote] I found a Shadow Price lying around in my vault with some amazing perks. Crowd Control, Life Support, and Perfect balance. Even though its a high Impact/low RoF AR, I've been using this weapon in the Iron Banner this week and in smaller maps, I have been getting a LOT of kills with this particular weapon. It's quite an amazing gun. The way I see it, high impact, low RoF AR/PR's are probably not as good as their higher RoF brethren without having higher quality rolls on the perks. Since the other weapons can make up for lack of damage/precision with bigger mag sizes and volume of fire, they are more forgiving than the higher impact models. But if you can consistently land headshots with these weapons, they can be surprisingly good. Other than that, agree with you 100%. I see a sad trend with Destiny. They keep whittling down what makes every weapon, character, and their abilities unique in favor of migration towards a more generic skill set, stat set (armor, recovery, and agility), and perkless PVP combat. I think this is the wrong direction for the game to go in because class/subclass differences, weapon differences, hell, even perk differences should be celebrated in this game. I had a debate with a guy in another thread a few days ago regarding rerolling. He advocated for the removal of certain perks as they were too powerful and allowed guns to do things they were not intended to do. Perks like rangefinder, hidden hand, etc. I pointed out to him that several strong perks were already removed or nerfed (shot package, field scout, send it, etc.) and that if you continue to remove the strongest perks left in the game, you have a migration towards generic, perkless weapons. Destiny was never meant to be Halo/CoD where your characters, abilities, guns, etc. were all generic. Nobody had different perks on their guns, everyone had the same abilities to choose from. It was a game where you won or lost on player skill alone. I think that is what bothers people about crucible. If you have a REALLY good gun, it can help bridge the gap between yourself and higher skilled players. I'm not sure I always buy into that argument, but it certainly makes it easier to compete. Rather than migrate towards generic PVP combat, IMO, Bungie needs to be creating further division between the characters and celebrating those differences. Titans are supposed to be the most heavily armored. So let them take more damage than any other character, at the cost of their speed and agility. Hunters have the lightest armor in the game. So let them take the least amount of damage, but have the ability to escape/avoid damage through speed/agility. Warlocks have the best recovery. So allow that to really stand out for them. When balancing skills, Bungie should consider a punch-counterpunch mentality. For instance, a hunter's sticky tripmine or throwing knives were the PERFECT counter to shoulder charge. If a titan is bearing down on you in a straight line, turn him into a unicorn with your grenade or stick him in the face with a knife - and follow up with a few hipfired shots as needed. Remove the effectiveness of those skills and what do you have? People complaining about shoulder charge needing a nerf. I don't agree that SC needs a nerf, I just believe some of the skills that can be used to counter it should be rebuffed. In a game like Destiny, trying to equalize everyone's average KD just doesn't make sense. Some people are going to be really good and have higher KD's on their favored classes no matter what you do with the skills, while others will never be good at PVP with certain classes, and the nerfing of prevalent skills is not going to give them significant help towards improving their KD's on disfavored classes. What I find is that people naturally gravitate towards the three different classes, and they generally develop an affinity for playing one certain subclass. For me, I still love my gunslinger, even after all of the nerfs the 6/14 patch brought. If people enjoy a particular subclass, that should be celebrated, just as it should be celebrated if people enjoy specific weapons. If certain subclasses/weapons are underused, just buff them to make them more appealing. Don't punish people for using what they like.
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