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#feedback

Edited by Lord Revan: 2/26/2015 8:25:46 AM
91

Auto Rifles and general "Balance". Your ball, Bungie.

In the light of the most recent update meant to improve destiny's PvP, I decided to write a post about the state of the weapons and perceived "balance"- specifically, what the developers are actually intending to do. First, I'll introduce myself as to lend some credibility to the nature of this post. I've played the game since alpha all the way through the beta and from day one onwards. Since PvP is where my gaming passion lies, I play destiny quite consistently, and have fared pretty well. http://destinytracker.com/destiny/crucible/ps/PS_TRUDODYR I'm top 5% in overall score, kills, KDR and numerous other areas. I also use all three classes in PvP, although I usually switch between hunter and warlock. I use a lot of different weapons, although no longer auto rifles. Auto Rifles. We all know that in destiny there are three main classes of auto rifles- and that one of these, in particular, has caused much grief and brought the nerf hammer down hard on the class as a whole. 100 ROF/ 2 Impact: Atheon's Epilogue, The Nechrochasm, payback sOs. 88 ROF/ 8 Impact: Shingen, Up for Anything, For the People, Do Gooder V, Hard light, Monte Carlo, Abyss Defiant. 77 ROF/ 28 Impact: Suros Regime, Vanquisher VIII, Grim Citizen III, Shadow Price, Galahad-E. If you have played destiny for very long and use Auto rifles, you know that the 77/28 class produces the best auto rifles in the game. And because of perceived inbalances we have seen all 3 subclasses nerfed twice. Shadow Price: Before patch was 27/22 damage. After patch: 23/18. Suros Regime: Before: 37/30. After? An abysmal 32 critical. This weapon has now seen a huge overall nerf since the game came out. To put this in perspective, pre patch Red Death did 32 critical per hit. Suros, Which has a much slower fire rate, is now at a slower kill time than pre patch red death was... and that weapon, like all other pulse rifles, received almost a 10% damage buff. And this isn't even going into how useless most auto rifles are in PvE now. The kill times and damage for the other ARs is even worse. I can understand wanting to improve weapon diversity, but you don't achieve this by nerfing an entire class right into the ground. I'd love to see the most recent weapon stats from Iron banner 5.0. And when IB 6 comes out, I want you to watch how nonexistent auto rifles are. If we are talking balance, why do snipers still have "final round" perk? I'd love to hear from the dev team about what their desired overall goal is here, because this update is at best an odd step forward for destiny PvP.

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