Problem is, how can Bungie reduce the value of something (Thorn) that was earned?
My solution is to create a new gametype that gives people exactly what they say they want, then see how many come.
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They NERFED all auto rifles.
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Edited by More Power: 7/9/2015 7:45:30 PMThe SUROS Regime is/was arguably the best auto rifle. I've had 4 of them drop into my lap via engrams or Nightfall rewards, and Xur once sold it. I didn't have to earn a one of them. Sad to see that it was nerfed, but I didn't have an investment in acquiring one. I had a sad face when my beloved Atheon's Epilogue lost its luster... But it too was a random drop in a VoG run. The Thorn can [b]only[/b] be acquired by completing the bounty (500 void kill points in the Crucible and some PvE strikes). You have to earn it.
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Thorn was a slow reloading nothing before one of the Updates. Now it's OP with the RoF like Last Word and the range beyond Hawk Moon. The major complaint is time to kill, so I think the Rate of Fire needs to be dropped to match Hawk Moon.
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I like this idea.
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Edited by Doctor Dinner: 7/8/2015 8:38:46 PMPeople want too many different things for this to work. For a truly balanced game, they could create a weekly playlist that cycles through primary classes and locks out usage of anything but that weapon type. Example: Week 1 = Auto Rifles. Only auto rifles may be equipped in the primary slot Week 2 = Pulse Rifles. Only pulse rifles may be equipped in the primary slot Week 3 = Scout Rifles... Week 4 = Hand Cannons... Week 5 = Legendary (or lower) Primaries only.. any type, as long as it is not an exotic
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It'd be cool with other weapon types, too. Like only rockets are useable, or a snipers only kind of thing.
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That's an interesting idea as well.
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Edited by Doctor Dinner: 7/8/2015 7:51:24 PMI'm not proposing changing anything other than the -7 damages being returned to any player who kills the person who hits them with the Thorn. Basically, this negates nothing at all towards its attack power for the user specifically. The ONLY thing this would hurt the Thorn users is how many assists they receive. General scenarios as they are now: 1. Connect with two Thorn headshots = kill 2. Damage over time is a series of -7s 3. Connect with one Thorn shot before enemy retreats = opponent is one shot with every gun in the game 4. Connect with one Thorn shot before enemy kills you = you are dead + they are one shot with every gun in the game General scenarios after proposal: 1. Connect with two Thorn headshots = kill 2. Damage over time is still a series of -7s 3. Connect with one Thorn shot before enemy retreats = opponent is one shot with every gun in the game 4. Connect with one Thorn shot before enemy kills you = you are dead + their health regenerates all -7s lost from Thorn; only initial impact damage stays Only #4 changes in my proposal. The gun is still very powerful, in this scenario.