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2/1/2023 11:38:17 PM
41

All yall do is nerf

BUFF other guns nobody want to spend 9 hrs on a boss fight

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  • 1
    Ghillieghost
    Ghillieghost

    Gnarfling garthoks on the reg. - alt

    🎵All they do is nerf nerf nerf No mater what what what Got all the eververse verse verse Can never have enough..🎶

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  • Try to be me everything I touch/use in D1 and D2 gets nerfed. Like how the first time I used Synthos in Haunted they got nerfed by 50% after being as strong as they were for 3+ years? D1 Suros Regime, D1 Doctrine of Passing, Dmt, OEM, Max Armour Titan in D1 (to survive Flux Nades (obviously too op because bad players needed a free kill) and shoulder charge), 100 Resil in D2, Double Icarus Dash, Stasis Melee Sword Skating, Mnk Stability, Izzy Reload nerf, Quickswapping the list goes on and on. Everyone should thank me that I never bothered learning Well Skating/Shatter Skating. Because those would of been long gone if I bothered learning them. Also that controllers aa never got nerfed.

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    1 Antworten
    • So does this sound like a nerf to you? [quote]Machine Guns have been buffed a few times over the past year or so, but only in PvE. We've opted to increase their base damage a little, which makes them more forgiving to use in PvP. The buff also applies across the board in PvE. PvP damage is typically the base, and PvE has multipliers on top of that. We're also substantially increasing Machine Gun reserves, giving them higher uptime (particularly useful in hard content). Increased damage by ~10%, with the following effects on time to kill (TTK) against a Guardian with Tier 6 resilience High-Impact Frame: TTK reduced from 0.67s to 0.50s. Rapid-Fire Frame: TTK reduced from 0.53s to 0.47s. Adaptive Frame: TTK unchanged at 0.53s. Increased reserve ammo by 50% at 0 inventory stat, and 20% at 100 inventory stat. Note: Inventory stat is a 0-100 value behind the scenes. This is presented as the actual number of rounds in-game, but you can take this to mean that low reserves Machine Guns get a big boost, while large reserves Machine Guns get a smaller boost.[/quote] No? What about this? [quote]Heavy Grenade Launchers haven't been touched in a while and are substantially below some other Heavy options for damage. On top of that, Grenade Launcher projectiles have travel time, a ballistic arc, and relatively small blast radius, so it can be hard to consistently land shots on a moving target and they may hit fewer targets with the explosion than you'd expect. With this change, Heavy Grenade Launchers should be significantly more useful in PvE, and easier to use in both PvE and PvP. Increased damage vs. Champions, minibosses, bosses, and vehicles by 20%, minors by 40%. Improved projectile collision, making it slightly easier to land hits. Increased blast radius by 1m.[/quote] And this? [quote]Kinetic Primary weapon damage multiplier increased from 1.05 to 1.1. Kinetic Special weapon damage multiplier increased from 1.05 to 1.15.[/quote] EXOTICS Just like many players, we’ve wanted Exotic weapons that have a strong theming around their damage type to use the real subclass 3.0 verbs, and Lightfall’s longer development and playtest cycle gave us the opportunity to add subclass verbs to many of the top picks. Our goal with adding subclass 3.0 verbs is to this grant these weapons additional functionality, and let them tie into subclass builds in a more meaningful way. In most cases, this is also (or is paired with) a hefty buff. And another [quote]The Queenbreaker’s blinding effect was underwhelming for a Heavy weapon, so we’ve changed how that’s deployed. Note that Queenbreaker was also not affected by the global damage reduction to Linear Fusion Rifles, making it substantially stronger by comparison. Shot now chains to nearby enemies and uses Arc 3.0 blind[/quote] And you're telling me that this is a nerf too? [quote]Transmutation sphere slam attack now suppresses.[/quote] And I suppose you mean to say that this is a nerf as well [quote]The Leviathan's Breath buff from a few Seasons back inadvertently reduced the PvP damage enough that it could no longer one-hit kill players in their Super with a headshot. We've fixed that, but also added volatile, and increased the damage vs. Champions substantially to highlight its anti-Champion role. Now applies volatile on perfect draw impact. Increased damage from 396 to 442. This allows it to once again one-hit kill all supers in PvP. Increased damage vs. Champions by 30%.[/quote] I could keep going but I think I made my point. Nerfs are necessary for a healthy game and we also get plenty of buffs.

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      7 Antworten
      • -- GDPR: removed by user request --

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      • On the other hand is killing master raid bosses in 9 seconds also a good thing?

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      • I’ve never understood the word yall.. Why not put “all you do is nerf” Yanks just love to butcher the beautiful English language.

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        40 Antworten
        • All y’all do is pick and choose what to read. But most importantly, all y’all do is cry. [spoiler]use your brain and get new loadouts[/spoiler]

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          • Horrible way of balancing games. Literally any dev will tell you that buffing everything to match an outlier is the absolute worst solution and will ruin your games balance.

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          • Never seen a game spend so much time messing about with balance changes. Imagine if they spent as much time trying to make new PVP maps or improve gambit.

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            10 Antworten
            • Lol what? The only things getting nerfed are legendary linear fusions which have been by far the best choice for a long time. They'll still be strong, too.

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              6 Antworten
              • But its anarchy time again

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                • You realize most things are being buffed a bit this sandbox update right? It's time for LFRs to be brought down some, they have been dominating with very little restriction.

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                • 2
                  Uh LFRs barely got a nerf while other weapons got SUBSTANTIAL buffs. Did you even read?

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                  • The problem is that everything besides LFRs have like half the total damage output. On a boss like master Golg or war priest you are already struggling to get heavy ammo a lot of the time without something like lucent finisher in the mod pool. With a shift to heavy GLs or rockets you dump out the entirety of your heavy ammo whilst doing half the total damage plus you are stuck with specific people running aeons forced to make heavy and lowering your groups total damage output. Content like day 1 raids and the master war priest challenge under light are already difficult enough.

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                    • We have repeatedly gotten more and more powerful to the point where the game is a joke now. It’s strange how we have such different perspectives isn’t it?

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                      18 Antworten
                      • Tell me that you don't read twab without telling me that you don't read twab...

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                      • Bearbeitet von Bore: 2/2/2023 4:56:58 PM
                        [quote]BUFF other guns nobody want to spend 9 hrs on a boss fight[/quote] There’s more announced buffs than nerfs. [quote]Machine Guns Machine Guns have been buffed a few times over the past year or so, but only in PvE. We've opted to increase their base damage a little, which makes them more forgiving to use in PvP. The buff also applies across the board in PvE. PvP damage is typically the base, and PvE has multipliers on top of that. We're also substantially increasing Machine Gun reserves, giving them higher uptime (particularly useful in hard content). Increased damage by ~10%, with the following effects on time to kill (TTK) against a Guardian with Tier 6 resilience High-Impact Frame: TTK reduced from 0.67s to 0.50s. Rapid-Fire Frame: TTK reduced from 0.53s to 0.47s. Adaptive Frame: TTK unchanged at 0.53s. Increased reserve ammo by 50% at 0 inventory stat, and 20% at 100 inventory stat. Note: Inventory stat is a 0-100 value behind the scenes. This is presented as the actual number of rounds in-game, but you can take this to mean that low reserves Machine Guns get a big boost, while large reserves Machine Guns get a smaller boost. Heavy Grenade Launchers Heavy Grenade Launchers haven't been touched in a while and are substantially below some other Heavy options for damage. On top of that, Grenade Launcher projectiles have travel time, a ballistic arc, and relatively small blast radius, so it can be hard to consistently land shots on a moving target and they may hit fewer targets with the explosion than you'd expect. With this change, Heavy Grenade Launchers should be significantly more useful in PvE, and easier to use in both PvE and PvP. Increased damage vs. Champions, minibosses, bosses, and vehicles by 20%, minors by 40%. Improved projectile collision, making it slightly easier to land hits. Increased blast radius by 1m. Parasite is unaffected. It does huge damage already. Kinetic Weapons Kinetic slot weapons have always done 5% more damage vs. unshielded targets in PvE. This meant that Kinetic slot Stasis weapons were straight up better, with extra functionality and no downside. We wanted to give players more of a reason to run Kinetic damage type weapons. So instead of a blanket Kinetic slot damage boost, we're switching to a kinetic damage type boost based on whether your Kinetic weapon uses Primary or Special ammo, and increased the bonus significantly. Kinetic Primary weapon damage multiplier increased from 1.05 to 1.1. Kinetic Special weapon damage multiplier increased from 1.05 to 1.15. EXOTICS Just like many players, we’ve wanted Exotic weapons that have a strong theming around their damage type to use the real subclass 3.0 verbs, and Lightfall’s longer development and playtest cycle gave us the opportunity to add subclass verbs to many of the top picks. Our goal with adding subclass 3.0 verbs is to this grant these weapons additional functionality, and let them tie into subclass builds in a more meaningful way. In most cases, this is also (or is paired with) a hefty buff. The Queenbreaker’s blinding effect was underwhelming for a Heavy weapon, so we’ve changed how that’s deployed. Note that Queenbreaker was also not affected by the global damage reduction to Linear Fusion Rifles, making it substantially stronger by comparison. Shot now chains to nearby enemies and uses Arc 3.0 blind Ruinous Effigy feels very Void-y, and slamming the transmutation sphere was an obvious place to put an additional effect. Transmutation sphere slam attack now suppresses. The Leviathan's Breath buff from a few Seasons back inadvertently reduced the PvP damage enough that it could no longer one-hit kill players in their Super with a headshot. We've fixed that, but also added volatile, and increased the damage vs. Champions substantially to highlight its anti-Champion role. Now applies volatile on perfect draw impact. Increased damage from 396 to 442. This allows it to once again one-hit kill all supers in PvP. Increased damage vs. Champions by 30%. One Thousand Voices was briefly a top pick in Season 14 but has been eclipsed by other options since then. We wanted to lean even more into a chain of Solar explosions by adding scorch, and with the global Heavy weapon changes it's also a strong option. If you have Ember of Ashes equipped, landing a full burst on a single target will trigger an ignition immediately (Exact results may vary depending on whether other players are also scorching a target). Each explosion now applies 10 + 5 (with Ember of Ashes) scorch stacks Sunshot was a top candidate for applying Solar subclass verbs, and the explosions are the clear place to add to. Explosion on kill now applies 10 + 5 scorch stacks. Polaris Lance always had a burn effect, so it was an obvious change to switch this to scorch. Perfect Fifth shots now apply 40 + 20 scorch stacks instead of a custom burn. Two-Tailed Fox had tough competition as a Heavy Exotic weapon, but now it's the only weapon that can apply subclass verbs from multiple damage types without extra steps. Solar rocket now applies 60 + 30 scorch stacks instead of burn, the void rocket already applies suppress, and the catalyst completes the trifecta. Prometheus Lens has utility with its Solar 3.0 rework, but we wanted to give it something more spectacular on kills in addition. Added the Incandescent perk to the catalyst. Grand Overture’s latest buff (increasing the missile’s damage by 50%) brought it up plenty, it just needed its blind updated to tie into Arc 3.0. Switched the catalyst to use Arc Blind. PERKS With Strand coming to the game, along with a new Strand weapon damage perk, we’ve updated a couple of older perks. Osmosis now works with Strand. Elemental Capacitor now has the following effect when using a Strand subclass: +20 airborne effectiveness (+25 for the enhanced perk). Rewind Rounds will be appearing on more weapons in Lightfall, but was custom built to only work with the Vault of Glass weapon set, we've tweaked it to be more general-purpose. Rebuilt to work on non-Vault of Glass weapons. Eager Edge had some bugs that needed addressing in a previous release. We’ve now taken the time to do a more complete rework, which also let us reduce, or remove, most of the restrictions that were in place. No longer deactivates when moving faster than 35ms. Deactivates correctly after a single melee swing. Reduced the base lunge distance buff from 2 to 1.8. Reduced airborne lunge distance penalty from 25% to 20%. The enhanced perk now increases lunge distance slightly, back up to 2. [/quote]

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                      • Kinetics, Grenade launchers, LMGs, and various exotics got buffed dawg.

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                      • Some nerfs are good for the game.

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                        13 Antworten
                        • Um, there is an extensive list of exotics they just buffed for next season. It's in the same post as the nerf to LFRs. Read past that.

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                          • Its easier to just nerf people than... improve the gameplay to offset the power creep. They don't know how to deal with it so they either make "You cant damage target at all unless X" or "You're weaker now." Its a 7000 year old game anyway. It has so much potential with the IP but the execution has been -blam!- from the outset.

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                          • Bearbeitet von Spicy Water: 2/2/2023 9:27:45 PM
                            They buffed grenade launchers by a higher percentage than they nerfed linears. Also every single kinetic weapon. Also machine guns. Several exotics.

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                          • Bearbeitet von BOSSNONO254: 2/2/2023 8:44:08 PM
                            Watch Bungie come out with a “All Y’all Do Is B1t€h .” [spoiler]😂😂😂😂 That would be funny as hell to see. [/spoiler]

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                          • 0
                            Power creep.

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                          • I'd appreciate it if gl got a decent buff to reserves. Nothing too crazy. Just maybe an extra 5 rounds in reserves.

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                          • Bro just refused to read the entire weapon tuning preview

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