Shotgun range was nerfed twice, quickdraw was taken off of aggressive shotguns entirely, special ammo economy was nerfed, shotgun pellet spread after sliding was nerfed, the quickdraw glitch that has been in the game since september 2014 was even completely removed, and special weapons still outclass primaries.
When I played rumble last season I was monitoring my kills on each weapon per game, and I was getting usually 3 or 4 primary kills for every 1 shotgun kill which is really not bad. The ratio of hand cannon to shotgun kills I have across my whole destiny career according to crucible report is 3 to 1 which I believe is quite reasonable.
But if you look at my crucible report now -
https://crucible.report/report/3/4611686018483874020
And go to the kills across the past 10 games, you can see that I am still getting 3 but close to 2 primary kills for every one shotgun kill. And no it isnt with felwinters, it's with a sojourner's tale which is a slug shotgun which I believe to be the meta over pellet shotguns but even among slug shotguns it is not the best. Duality is better and chaperone is WAY better. I also am confident in my primary shot so I take primary fights but if I adjusted my playstyle and used chaperone I could laughably easily get more shotgun than hand cannon kills per game. Even with my legendary slug shotgun I can still ape people with a consistent one hit kill range of 10 meters on a gun that shoots in a straight line with no RNG.
And we can also talk about Lorentz diver. A week into the season I have already amassed dozens of clips of me sliding out and instantly snapping to someones head with a hand cannon, doing 1 or 2 headshots worth of flinch while strafing and crouch spamming, just to die to a linear fusion that doesnt move when you get shot at and that has the hitbox of an arbalest. It doesnt make sense.
Bungie needs to realize that these changes arent working. Shotguns will always be strong, special ammo will always exist, trying to nerf shotguns over and over and over and slowing down the game by going as far as to nerf SLIDING of all things and nerf the quickdraw glitch is not doing anything for special weapon usage in crucible, it is still unreasonably high.
The solution is simple: Primaries are not good enough. The time to kill with primaries is too slow and too demanding on the player to hit all of their shots with perfect headshot accuracy if they don't want to lose every gun fight to a special weapon. Because of this, people are afraid of taking primary fights and the cycle will never end. Primary damage needs to be buffed so that people arent afraid of using them anymore. Bring back the d1 days of 2 head 1 body with a 140 hand cannon, of doctrine of passing killing at closer to CoD TTK than destiny, of the red death archetype of pulse rifle being a two burst at low resilience with all headshots. What we have now is too slow for people to take out their primaries and it creates a problem that the sandbox team has been trying to solve forever.
Stop making special weapons worse. It won't matter, they will always be good, primaries need a buff of this cycle of nerfs and slowing down of the game's pace will never end.
English
#destiny2
-
1 ReplyThey fixed the old quick swap glitch but there is already a new one...
-
2 RepliesDude learn to tldr , you always vomit post. Condense
-
[quote]Shotgun range was nerfed twice, quickdraw was taken off of aggressive shotguns entirely, special ammo economy was nerfed, shotgun pellet spread after sliding was nerfed, the quickdraw glitch that has been in the game since september 2014 was even completely removed, and special weapons still outclass primaries. When I played rumble last season I was monitoring my kills on each weapon per game, and I was getting usually 3 or 4 primary kills for every 1 shotgun kill which is really not bad. The ratio of hand cannon to shotgun kills I have across my whole destiny career according to crucible report is 3 to 1 which I believe is quite reasonable. But if you look at my crucible report now - https://crucible.report/report/3/4611686018483874020 And go to the kills across the past 10 games, you can see that I am still getting 3 but close to 2 primary kills for every one shotgun kill. And no it isnt with felwinters, it's with a sojourner's tale which is a slug shotgun which I believe to be the meta over pellet shotguns but even among slug shotguns it is not the best. Duality is better and chaperone is WAY better. I also am confident in my primary shot so I take primary fights but if I adjusted my playstyle and used chaperone I could laughably easily get more shotgun than hand cannon kills per game. Even with my legendary slug shotgun I can still ape people with a consistent one hit kill range of 10 meters on a gun that shoots in a straight line with no RNG. And we can also talk about Lorentz diver. A week into the season I have already amassed dozens of clips of me sliding out and instantly snapping to someones head with a hand cannon, doing 1 or 2 headshots worth of flinch while strafing and crouch spamming, just to die to a linear fusion that doesnt move when you get shot at and that has the hitbox of an arbalest. It doesnt make sense. Bungie needs to realize that these changes arent working. Shotguns will always be strong, special ammo will always exist, trying to nerf shotguns over and over and over and slowing down the game by going as far as to nerf SLIDING of all things and nerf the quickdraw glitch is not doing anything for special weapon usage in crucible, it is still unreasonably high. The solution is simple: Primaries are not good enough. The time to kill with primaries is too slow and too demanding on the player to hit all of their shots with perfect headshot accuracy if they don't want to lose every gun fight to a special weapon. Because of this, people are afraid of taking primary fights and the cycle will never end. Primary damage needs to be buffed so that people arent afraid of using them anymore. Bring back the d1 days of 2 head 1 body with a 140 hand cannon, of doctrine of passing killing at closer to CoD TTK than destiny, of the red death archetype of pulse rifle being a two burst at low resilience with all headshots. What we have now is too slow for people to take out their primaries and it creates a problem that the sandbox team has been trying to solve forever. Stop making special weapons worse. It won't matter, they will always be good, primaries need a buff of this cycle of nerfs and slowing down of the game's pace will never end.[/quote] This is so true. People who cry about shotguns or specials don’t realize that primaries(Yes, even Handcannons) are significantly inferior to any special because they can be used like primaries still, even with the nerf to the ammo economy. I’ve been using Thorn for this same reason, because it allows me to be slightly inaccurate in tough engagements, especially coming out of slides where I’m taking a -blam!- ton of flinch, because it can 2 crit 1 body at 6 resilience. And that’s not even taking into account bloom and of course, primary flinch. And then people wonder why people ape or hardscope, or even camp with fusions. Because they are pointless if I can kill you faster just by getting closer. Just buffing most archetypes of primaries(I don’t think HCs should be buffed majorly because then it will get out of hand)bodyshot damage is more then enough to make specials less potent.