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#News

7/20/2015 7:14:57 AM
3

Biggest issues with weapon balancing

I have four big issues with the weapon balancing, and they are as follows; Hand cannon nerf; I know, you guys are tired of hearing about it, but Bungie/Activision, how the hell do you expect us to hit anything? You're reducing FINAL accuracy both with ADS AND hip firing, you can't pace a shot that will never hit. I don't can't about the nerf to TLW or Thorn, because they'll both still be viable, but less aggravating, I'm talking about legendary hand cannons. Don't make the same mistake that you did with auto rifles, because I'd very much like to be able to use the hand cannons I've grown to love. Scout rifles; what do you mean they're hovering in their sweet spot? They get beat out by literally almost every gun in this game, including auto rifles because their damage output (save for the low RoF/high impact variations, like the scholar)is so low. You keep saying they're fine, but as far as the crucible goes, they have no place. On the combined arms map playlists, you're better off using a pulse rifle or hand cannon for close to mid range engagements and having a sniper for the long run, because scouts can't compete, and any other Playlist, the scouts can't get more than 2 or 3 shots in before your opponent is in effective range for much closer range arms, like shotguns (primarily) or hand cannons. Granted, this update might change that, but you're not changing map design, and you're decreasing the effectiveness of a weapon type that's barely used by reducing stability. Fusion rifles; it doesn't matter how you look at it, you've barrier this weapon type already. But slowing down projective speed, reducing range, and KEEPING THE INSANE CONIC SPREAD, there's absolutely no way fusion rifles are behaving the way you'd like them too. I can understand the need for a mid-range special, but this isn't it anymore, because the spread of the cone fired from the fusion rifles is too wide to hit anything at their optimal range. That, and we have the little problem of blinking, which isn't normally a problem, but slowing down the projectile speed also means that blinking opponents have just another way to avoid being hit. I used to love fusion rifles at mid range, but all you needed to do was reduce the range on them instead of screwing with the firing pattern. Black Hammer/Ice Breaker nerfs; this is a grouped problem because both of these guns can be used in almost the same circumstances. Black Hammer; upgrading base mag size but making the white nail perk take from reserve? Why? The gun is already situational enough, and you only have about 2 and a half to 3 seconds in between shots to actually get white nail to proc. It was used against bosses because of the ability to fire off three shots and get to cover. Ice Breaker; upping full mag charge rate to 46 seconds, as opposed to 30 is literally pointless. Instead of upping the charge rate, if you wanted to really do anything to Ice Breaker, lowering the mag size would have worked just as well. Before I end this, I'm offering a hope. I'm hoping the Pulse rifle nerf isn't going to be like the auto rifle nerf. Make sure it's actually 2.5% bungie, and not closer to 15%.
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  • Edited by a lazy surfer: 7/20/2015 6:04:37 PM
    So I grind and grind and my rewards get nerfed. If I had known they would be constantly doing this to weapons, I would have never bought this game. Still loving it for now, but It seems less likely in the future.

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    • I would agree with everything you said except for that about Black Hammer. I've had it for quite some time now, and ascended it to 365 about a month ago and when I can get into a good rhythm on a boss, I can put 30-40 headshots in-a-row into said boss before I miss or I kill the boss. I believe it's this kind of behavior they're looking to mitigate, even though I love doing it...

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      • Well thought out post, and it should be heard. Bump.

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