Time for me to create my current dream-PvP (and PvE) weapon tuning, balancing, whatever else you want to call it patch.
[i][b]Auto rifles:[/b][/i]
[i]High impact autos are under-performing, how about we buff them up a bit?[/i]
High Impact: Increased damage.
[i][b]Pulse Rifles:[/b][/i]
[i]Medium and high impact pulses are pretty trash right now, they need a buff.[/i]
Medium impact: Less overall damage falloff.
High impact: Increased dame, can 2 burst medium armor guardians should all shots be headshots.
[b][i]Hand Cannons:[/i][/b]
[i]Why do ghost bullets still exist?[/i]
All Hand Cannons: Reduced bloom (ghost bullet effect) to only be a factor while spraying on a medium-high rate of fire hand cannon at maximum rate of fire.
[b][i]Scout Rifles:[/i][/b]
[i]There isn't much wrong with scouts at the moment.[/i]
[b][i]Shotguns:[/i][/b]
[i]I personally think that the outliers in the class should be dealt with, buffing the class as a whole. Some changes probably won't go well with many.[/i]
All shotguns(other than Universal Remote): All shotguns now have a pellet count of 8, massive increase to PvE and PvP damage,overall range increase.
Low impact shotguns: maximum damage range is further than the Meduim and high archetypes, still should have the same effective range as higher impact archetypes.
[b][i]Snipers:[/i][/b]
[i]These need to be tweaked a bit to prevent long range quick scoping.[/i]
All non-exotic snipers: Brief period of inaccuracy after scoping in.
[b][i]Fusions:[/i][/b]
[i]I feel that fusions should remain untouched overall.[/i]
[b][i]Sidearms:[/i][/b]
[i]Sidearms shouldn't be kicking harder than most hand cannons.[/i]
All sidearms: reduced overall recoil, major increase to PvEand PvP damage.
[b][i]Machine guns:[/i][/b]
[i]I feel like there needs to be more consistency in terms of PvP ammo pickups with these weapons.[/i]
Machine gun ammo pickups in PvP are now the same across all machine guns of a given archetype. Meaning that Ruin Wake and Quillim's Terminus would get the same amount of ammo on a PvP heavy pickup.
[b][i]The Last Word:[/i][/b]
[i]I have a proposed rework for this weapon that won't necessarily be a buff or a nerf.[/i]
The Last Word Exotic Perk: Now has a more powerful version of persistence (hidden), the last 2 shots in the magazine have significant bonus damage if hip fired, slight increase to hip fire accuracy (hidden).
Fan Fire: No longer makes Last Word full auto while ADS (still shoots faster), has less bonus rate of fire while aiming down sights.
[b][i]Exotic Weapons:[/i][/b]
Plan C: Now has a visual effect while the fast charge is active.
Dreg's Promise: PvP damage increase.
Fabian Strategy: re-do the Front Lines perk, I don't know how, though.
No Time to Explain: reduced muzzle flash.
[b][i]Maps:[/i][/b]
Vertigo: removed from at least 6v6 playlists.
The Dungeons: fixed spawn trapping issues.
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6 RepliesThe only other thing is I'd say high RoF snipers should have double the reserve ammo capacity of low RoF to make them useful
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1 ReplyYou forgot to say reduced overall warlock melee range for all warlocks and reduced range for stormcaller melee but given lightning nade instead of pulse to compensate
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1 ReplyI agree with everything but sniper and shotty changes
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1 ReplyI agree with all these, except give less heavy during matches on machine guns, I don't use heavy much anymore so I'm exactly how much heavy ammo gives for a machine gun, but I think it's around 60 bullets (correct me if I'm wrong), I feel that you should be given one clip or 30 bullets for a machine, since it still takes only 3-4 bullets per kill, and that's still about 6-8 kills with heavy
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1 ReplyWell this is certainly good. But I feel like the list I've spent months making is better
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9 RepliesAgree on everything except for last word non full auto, shotgun buff and sniper nerf
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I agree with auto rifles, shotguns & snipers. The rest is kinda bullshit.
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Agree with everything except removing Vertigo. It is one of my favorite maps. It reminds me of the Uncaged map from Halo: Reach.
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I agree completely.
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If all this was implemented then I would return to Destiny. I would put up with the lag for these changes.
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Dis guy is genius. Bungie, hire this guy. Because when you do, I think Destiny will actually have a period of time when, EVERYTHING is balanced! It's a long shot, I know, but don't let your dreams be dreams right?
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I like it.
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2 RepliesEdited by Jackalope721: 7/20/2016 1:35:09 PMWhat about Immobius. All class exclusive legendaries can be used by all subclasses except Immobius. Not only that, but you have to use the most "underpowered" PvP subclass with a tree perk that is mainly only used for PvP (armor of light). This renders it almost useless for PvE. I propose that the perk be changed to: [i]"Ammo is not expended when standing in ability field."[/i] That means that the gun doesn't use ammo when you are standing in either your sunspot, FoH Aftermath, or Ward of Dawn (with any perk Blessings, Armor, Weapons).
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Agreed with everything except for fusion rifles. Fusion rifles will always be most players 2nd choice for a particular reason. ITS NOT COMPETITIVE. Leaving out the 2 most used special in the game, fusions and sidearms need help. Especially fusions. I want to see them more often like I did in Vanilla Destiny. Until then. They are subpar.
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2 RepliesScout and pulse rifles should have a reverse bloom. These are meant to be long range weapons but are still deadly up close. It should be harder to land a shot up close and deadly at longer ranges
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Edited by g00DtYMEz: 7/21/2016 2:31:52 PMFront lines perk should exponentially speed up all cool downs, and add elemental damage from the element of your subclass. #makefabianstrategyanexotic
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You have summoned me...but then I saw all those words and unsummoned myself...lol just had to man...love your work
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Sidearms in general need a buff :/
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1 Replyall of this is very good. I just don't think that TLW needs a rework. fan fire is what makes it exotic nowadays
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3 RepliesSway for snipers
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Perfect, except I strongly disagree with your proposed last word
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Fabian strategy should keep the same impact (or at least an INCREASED impact than just dropping it to the next archetype when front lines is active.
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I think shotguns are good where they are (keep in mind I main a shotgun lol). If they were buffed anymore, we'd have a sniper situation, or something similar to when flewinters was terrorizing the crucible. I'm pretty dang good with a shotgun as is, the only problem are hardscopers. There are few avenues to sneak around them. And they always keep their distance.
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Overall bump
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7 RepliesAlso, players who spawn in should have a 2-3 Immunity period to counter spawn traps.