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originally posted in: The truth behind the "2.5%" nerf.
Edited by DeZevil: 3/29/2015 11:02:02 PM
1
Just want to point out that in PvP, damage numbers alone aren't as relevant in the same regard for some weapons. Hard Light is a perfect example of this. Its headshot damage was a maximum of 22 pre-patch, its 20 post-patch (not counting the overall miniscule bonus from Glass Half Full). This is a 8-9% decrease which is more than 2.5%, by all accounts. However! Since Guardians have about 200 health, both 22 and 20 damage results in 10 hits needed to kill. Range was reduced too, so the post-patch Hard Light will drop to 11-hits and so on sooner than the pre-patch one, but within the maximum damage range (still decent though), hits-to-kill (and thus time-to-kill) remains the same in both versions. Suros Regime saw a damage profile change that makes it need one more headshot to kill at close range nowadays, but I don't see that as a problem because it used to be able to squeeze in two more shots before other autos would deal fatal damage. So yes, damage was dropped and by more than 2.5% in total, not denying that. I don't have all the numbers in my head for all autos, but several of them retain many of their pre-patch times-to-kill in certain scenarios. The worst off the lot need one more hit to kill in general. It is probably the decreased range that affected the guns more than the damage loss itself, at least in PvP. Just wanna point out that auto rifles aren't totally destroyed in PvP. I still run my Hard Light or For The People in PvP, and I do decent enough. And if I can, everyone else can too.
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  • Thank you. I'm with you, all the whiners who can't squeeze in 1 more bullet on target are now using Vision of Confluence, which is what they imagine Suros used to be (but never truly was).

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