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#feedback

Edited by Soul_Eater_42: 2/18/2017 11:11:01 PM
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Personal Thoughts on Hotfix 2.5.0.2

The primary weapon balancing could use a bit of work, but's it's a start. The increase to the Autorifle Precision Mulitplier should have been 1.35 instead of 1.3. The change to special ammo was a bit harsher than expected, but not a huge problem overall for players that don't heavily rely on them. It makes them more like the power weapons in Halo, which, unfortunately, a lot of players would likely not want for this game. Personally, I think just losing a portion of special ammo on death, much like the bug back in Year 1, would have sufficed. Of course, if the goal was to mitigate the rampant dominance of shotguns, the alternative course of action that should have been taken would be the buffing of Sidearms and Fusion Rifles. Range buff for Sidearms, charge rate and projectile spread adjustment for fusion rifles. This change to special ammo didn't really do much in regards to actual variety; only limited players even further. Now players will mostly only use Sidearms. Another backfire that could have been prevented if Bungie had put even the smallest shred of thought in how to solve the problem without resorting to careless blanket changes. Young Wolf's Howl's ammo consumption reduction was exactly what I was hoping for. So, there's a silver lining of sorts. Throwing Knives now deal Solar damage, finally. Should have been like that from the beginning, but hey, better late than never. The damage increase to Flux and Magnetic Grenade was nice. The nerfs to Quickdraw, Ophidian Aspect, Blink, Truth, and Landfall, all seem a bit unnecessary, and poorly handled. Particularly, Truth's magazine reduction, along with the apparent stealth nerf to the tracking a while back, has made it less useful/reliable than a legendary launcher. If they were gonna to reduce the magazine to 1, they could have increased the "aggressive tracking" or gave it an additional ability. As far as Landfall is concerned, they could have completely redesigned the perk instead of decreasing the duration of Stormtrance. Something along the lines of granting fast recharging Storm Grenades during Stormtrance with wider AoE radius and more damage. The removal of Radar and HUD during Blink was completely uncalled for, given it was already suffering from the previous nerfs. They could have at least removed the cooldown nerf and Recovery penalty from it. My biggest gripe with the update by far, aside from the Health Regen mishap, which, according to another post, is planned to be fixed later, is the complete disregard for much needed improvements to subclasses and exotics. Solar Wind has been useless for so long. I'd like for it to have some sort of functionality other than a faster charge rate. If they can't fix the knock-back effect, they could at least change it to allow Scorch to be launched as a Solar projectile, or deal a Solar AoE attack around you on impact that damages and ignites surrounding enemies. Backstab, a perk that's still somewhat bugged, and unreliable, could be completely redesigned into something a bit fun and useful. Instead of increased damage when striking an opponent from behind, it causes you to teleport behind, or on the opposite side of your opponent. It could be good for a quick escape slightly better than Escape Artist. The Razor's Edge perk could grant Arc Blade the ability to inflict a defense debuff on enemies, giving Bladedancer more utility in PvE. Then there's the pointless exotics like ATS/8 ARACHNID and Astrocyte Verse. ATS/8 ARACHNID could be changed to allow Combustion to chain explosions. Astrocyte Verse could be reverted to the previously planned perk that improves the cooldown and distance of Blink. Maybe it could even grant you the ability to rapidly do a second Blink--and even change direction--while still airborne. Several Exotic weapons need a tune-up as well. Something that puts them in a particular niche. Like Hardlight bullets ricocheting multiple times instead of just once. Each bounce increases the damage of those bullets slightly. Monte Carlo could have a sort of perpetual ability. Along with its current ability, it could have an additional effect where damaging an enemy with Monte Carlo briefly increases your melee damage, and melee kills refill Monte Carlo's magazine, and temporarily increases the weapon's damage. Red Death is in a peculiar position. Its archetype is rather poor in performance currently. Perhaps a change to the Red Death's archetype, or an additional ability where Red Death's rate of fire increases while critical, or as health gets lower.
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#feedback

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  • I think they should've just made more differences between each shotgun type. With each archeatype having certain bonuses and strengths. I don't mind special ammo change cause it spawns frequently enough. I do however believe that side arm ammo hoarding should not be a thing.

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