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Edited by ArchangelLBC: 3/14/2015 7:05:00 PM
245

The truth behind the "2.5%" nerf.

So, Bungie once again misled us. As you can see from the video, hardlight took over a 6% nerf in PvE and depending on your muzzle up to a 9% effective nerf in PvP. Suros regime is looking at almost a 14% effective nerf across the board. That's a hell of a lot more than 2.5%. The only rationalization I can see for this was that all your defenders would say both before and after that it was only 2.5%. Before I couldn't really argue. Now though, that number is just a flat out lie. If you wanted to effectively flip pulse rifle and auto rifle damage, well you had the right to do so and you did. But could you at least be adult enough to be honest about the real numbers? Edit: Abyss Defiant was doing 348 headshots to tier one enemies, and now it's 326 which is a 6.3% decrease. Anyone have numbers for Necrochasm? I'm getting different reports that seem to show that the low impact weapons got slapped with a 7% nerf. Any actual numbers appreciated since we know Bungie won't bother. Edit 2: For the sake of laziness, this is my thread for today's open house thing in 15 minutes. Edit 3: [url=https://docs.google.com/spreadsheets/d/tTMPEAOhYplzPIA4B07pBhQ/htmlview] Weapon damage in PvP[/url] Thanks to Superbustamove for bringing this to my attention and exxtrooper for actually compiling the data. This is a spreadsheet of damage in PvP pre and post patch. Be warned that it's PvP so rounding errors can make nerfs seem bigger or smaller than they are. Nevertheless the average isn't 2.5%. Edit 4: Superbustamove also provided the original reddit post he found the spreadsheet at. Again this is mostly a PvP thread, but the info is still way more complete than anything we have had before. [url=https://www.reddit.com/r/DestinyTheGame/comments/2ugaok/indepth_weapons_sats_spreadsheet_for_pvpttk/]Original reddit thread[/url]

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  • Edited by DeZevil: 3/29/2015 11:02:02 PM
    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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