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#feedback

Edited by Lost Sols: 4/18/2015 3:04:18 AM
71

PvP players meeting on weapon balance circa 1.1.2

I'd like to start a conversation amongst people who are regular PvPers as to the current state of weapon balancing. This isn't to say non-PvP players can't offer thoughts, but I really want to hear from the people who spend a lot of time in the Crucible and have used all the weapon classes in it. My overall take on balancing can be found here https://www.bungie.net/en/Forum/Post/114553028/0/0 So after getting in and playing quite a few matches last night, my initial impression of 1.1.2 is that I didn't really notice the reduction in special ammo. Now I'll qualify that by saying that I mostly use primaries and switch to a Fusion Rifle in close combat situations. Someone using strictly special weapons may find their play more affected. I do know some snipers have commented it's worse for them. Overall I think that, for average use, the effects are minimal which surprised me. Now going beyond the special ammo change and looking at overall weapon balance in 1.1.2, here's my thoughts. 1) ARs should get some (if not all) of their 2.5% back. The main issue with ARs was effective range and so having damage fall off at range should have been the only fix. 2) Scouts need a slight buff. Nothing to the level Pulse Rifles were buffed, but definitely a nudge up (or slight boost to impact across the board). 3) Hand Cannons are the new Shotgun. By that I mean that they're the controversial flavor of the month for the nerf babies (though Thorn's always been). My take on Hand Cannons is that as a class they're damage output is fine and Thorn's DoT is 100% not OP. My only issue with Hand Cannons is I think they're a little to close to scouts (meaning about even) in terms of effective range. I have no problem with hand cannons 2 shotting me, but I don't think it should happen standing on complete opposite sides of The Anomaly (and halfway down the ramp from B). I don't think they need to be radically brought in, but I do think they're accuracy at that range needs adjusted or a slight damage drop off. 4) Pulse Rifles. I think overall they're in a decent place. I'm not sure they needed quite a 9% buff, but I also don't find them OP at this point. 5) Fusion Rifles. I think they're perfect. I find they're just as effective as pre 1.1.1, but I don't see any of the ultra cheap half a map away kills anymore. 6) Shotguns. I think they're perfect as well. I've never seen the issue personally. They do exactly what they're supposed to- dominate in close quarters and easy to stop at any kind of distance. Radar and walking backwards. Never been hard. 7) Snipers. As far as weapon performance I don't think there's much to say. They're great for campers and annoying for everyone else, but 100% fair. My 2 cents on Final Round (the only real sniper point of contention) is that I'm fine with it. I've always thought if someone was willing to risk emptying all but one round and taking that risk, more power to them. There's enough risk involved to justify the reward. 8&9) Rockets and Machine Guns. Don't know that there is anything that needs said about either. Maybe just give your teammates at least 5 seconds to get to the ammo lol. So that's my take on our current weapon balance. What are your thoughts on where each weapon class sits at the moment? Keep it clean and be nice to PvE players who weigh in. [spoiler]Until they say something like Gjallarhorn is OP. All bets are of then.[/spoiler]
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  • Let me preface by saying that I don't PvP unless I need to for an exotic bounty or there is a decent Iron Banner weapon available, so these are the observations of an outsider looking in. To my mind the main trade-space when selecting a primary weapon is range/safety vs damage/TTK. Unfortunately Destiny doesn't handle this as well as some other games because there seems to be an attitude that range/safety makes the matches too long. This results in map design where every weapon has to function reasonably well in close quarters to be viable, with improved range adding additional versatility. Since mid-to-long range primaries must be competitive in close, close range only weapons gain little from their specialization and feel gimped. But if close range only weapons were significantly superior up close, players could take advantage of the map design and drastically reduce the viability of longer range alternatives. The balancing issue is not simply a matter of numbers, but also a matter of how player strategy changes if weapon X is better than Y, or vice versa. Finally, on the issue of SUROS Regime, Planet Destiny did a comparison of the pre- and post-nerf versions of the gun and found that the TTK had been increased by one (that's 1, as in the Roman numeral I) single shot. That so many people regard that one shot as the difference between a great weapon that was undeniably overrepresented in Crucible and a weapon that is unusably bad is probably proof that a lot of bad players were being carried by an overpowered weapon, and that the nerf was spot on.

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