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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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  • Hello! Thanks for the feedback and thanks for playing! We've heard pretty mixed feedback about Autos since 1.1.1 went live. Some people love the changes (probably the people who you were annihilating earlier) and some people think we went too far. We're still listening, still playing everyday, and always trying to deliver a great experience in competitive multiplayer. It was always our intention for the Destiny sandbox to be an evolving game-scape (did I just make that term up?), similar to games like StarCraft and LoL, where balance changes get rolled out based on emerging player trends and play-styles. Not to sound like a broken record, but to address your question of the desired overall goal I think we explained our intentions Weapon Update Devblog that came out a while back. Here's the link in case you missed it: https://www.bungie.net/7_Destiny-Weapon-Tuning/en/News/News?aid=12557 AUTO RIFLES It’s our goal for the Auto Rifle to be a visceral, close-to-medium range chainsaw. It should reward target tracking, and drop in effectiveness at longer ranges. Looking at raw DPS [damage per second], the Auto Rifle is the most lethal primary weapon class across all of Destiny’s activities. That’s not just Suros. If you look at the top ten lethal weapons over a period of thirty days, six of them are Auto Rifles. Note the spike in SUROS starting on 1/13 - likely due to the Iron Banner Auto Rifle bounty. The ratios stay relatively consistent for non-Suros autos when Iron Banner is not in session. It’s extremely effective in most combat scenarios and engagement distances. In fact, it is so effective that it’s intended role in the Primary family is being partially obscured. We want you to be able to deliver a steady stream of precision damage with an Auto Rifle, and you still can, but you’ll need to get a little bit closer. Goals: •Auto Rifle is optimal at close to medium range •Damage, Stability, and Range are tuned such that players desire Stability for reliable close quarters damage, or Range for better accuracy at a distance Changes: •Reduce base damage of Auto Rifles by 2.5% (averaged across Rate of Fire stats, higher RoF took less of a reduction than low RoF) •Reduce effective range values so that damage falloff and accuracy are a stronger factor in combat decisions •Range reduction is less severe in the higher stat values, so now your range stat is more critical to long distance engagements

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