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#feedback

Edited by Hopeinmo: 7/19/2015 5:38:42 PM
5

Update 2.0 Stat Perk Tuning Pass (Don' Do It, Endgame Rewards Must Survive)

[quote]...( Send It, Hammer Forged, Field Scout, Perfect Balance, etc. )... ...they never asked the player to make a meaningful trade-off for it on the weapon...[/quote] I want to argue against that claim... the only weapons I can put forth as suiting this claim (that I currently own) would be weapons like Universal Remote and Invective, where you immediately go for hammer forged, and send it, respectively, because of the otherwise terrible effective range of shotguns without a booster.... I believe the shot spread used to be more responsible before when it came to the effectiveness of these weapons, but after all the nerfing, most of us are going to pick the range boosting stat on a shotgun as it will need it. I do not disagree with messing about with shot-package and rangefinder, as long as universal remote is looked into in order that it be nerfed no further than it already is, and in fact, can climb to be the longest ranged shot (as it should be) ( [i] I have noticed NLB and UR, are weak compared to their weapon types, when compared to.. well Vex, which is in fact better than either of it's related archetypes... as far as I have noticed [/i] ) [u][b]Weapons That Are good examples of Decent Trade-offs[/b][/u] (for simplicity I am mentioning with the perks they listed) [b]Bad Juju[/b] - - you can pick between AP rounds, Send it, and perfect balance... which are all situation... If you are trying to be more effective at a longer range, you may choose send it... If your are doing close quarters and wan t be a lil more reliable, you chose perfect balance... but If you are trying to take down crowds, or are working as a team against team, you will probably want to use the AP rounds... Decent trade-off. [b]Thunderlord[/b] - - while I dislike the Exotic HMG for being weak outside of specific situations compared to other HMG, they are not completely terrible... with thunderlord, you will likely choose perfect balance for longer ranged engagements, or if you need assistance on being more reliable in repetitive headshots..., however, If you ware either, really good at controlling recoil, or generally are more sneaky, and do not engage from your enemies line of sight, you will go with field-scout for stamina... ( I never choose reload with an HMG, I reload whenever I am safe, even if I only spent a couple bullets ) [b]Vex Mythoclast[/b] - - Depending on how you intend to use this weapon, you will use any of the 3 perks, extended mag if you like to take on more than one person, send it if your trying to outrange some other weapons... or lightweight if you want to be quick on you feet... ( all 3 have their own lethality ) [b]Hardlight[/b] - - I do not know about others, But I never go fr fieldscout on this weapon... always with fitted stock as I need that to aim at a meaningful distance... quickdraw is decent if your specializing with a sniper and need to defend yourself in a hurry however. [b]MIDA Multi-Tool[/b] - - Generally I pull out this weapon for some crucible play, or anywhere I need higher speed / agility so lightweight usually wins... again, quickdraw on MIDA allows you to pull out this weapon quickly when your specialist weapon is a risk... again, I do not use field-scout on this. [b]Patience And Time[/b] - - The ridiculously unneeded special ammo nerf (well it was a lil intense) has caused me to favor fieldscout when using P&T ( which I only used to pull out or arcburns, (have fallen sniper now) or the vehicle maps due to the heavy optics ) If you are using on smaller maps, you may use the unique custom optics that are in reverse ont his sniper (unique among that perk), or, if you tend to do bodyshots, or in general, like to fire extremely fast at the ROF allows, you wil be taking the Fitted Stock. [b]The Last Word[/b] - - If I am trying to hit more reliably at distance, I will use Perfect balance with aiming, but generally when I use, I hipfire with this weapon and choose High Caliber Rounds to dominate most close ranged engagements. Single point sling I use when I have TLW as my defensive, sniper protection weapon... Or if I need something to take down people at a bit longer range when running a shotgun. [b]Pocket Infinity[/b] - - Simply not worth the exotic slot after fusion nerfs, special ammo nerfs, and Pocket Infinities own special nerfs... It might be someone useful against Crotas's oversoul... But I am not sure of the amount of damage reduction this weapon has experienced for how much damage it can do optimally at that distance... [b]Plan C[/b] - - This weapon is basically a decent panic weapon, thanks to the perk, If you claim maintain control in an exciting situation ( I have pulled off some nice stunts with this weapon, not that it will be noticeable to those I am shooting ) The 2 mentioned perks, Hammer forged, and Perfect Balance, I do not see making much of an impact after the Fusion nerfs... ( I disagree with the difference in definition for medium range between special and primary weapons ) I have no longer a reason to change from Accelerated coils... If I ever pick up a fusion again... - - - - - I personally Find it interesting That Bungie wants to mess with, and further Nerf the raid and exotic weapons we have, (I basically get rid Of old in favor of new, cause like to switch things up, excluding raid weapons, they are collectibles) ... I also find it interesting that they have never touched The Rocket Launcher perks, ( Javelin, Heavy Payload as examples ) When I say their complaints about "No meaningful Trade-off" ... Why are there even stability perks on Rocket launchers?, I only know of 3 useful, that is Blast Radius, Velocity, And reload being only useful perk modifiers... ( no I do not think they should nerf Rocket Launchers, I just think They are targeting perks without Just Cause ) I cannot be completely sure of this, but do not most common, and uncommon weapons have better base stats? and that is part of the tradeoff for having perk modifiers?, I was disappointing with the perks when HoW dropped... I have not played many games, but I am pretty sure some of the Unique aspects of Destiny might be dissolving. A worthy mention is [b]Black hammer[/b], and [b]ALL RAID ITEMS[/b] Bungie is going to attack those old perks (unnecessarily) which means this weapon will be more difficult to re-aim after a single shot... I disagree with what they are planning to do wit it... (I would have modified perk a bit, at worst, 3 rapid shots eating 1 reserve bullet) Flared magwell will be the new preferred perk on this weapon as white nail will become... ridiculous... This sniper will lose out to a sniper with triple tap ( no other sniper has a 3 round Mag ) I never use a solar weapon on other burns, but I always use raid weapons over other legendaries, primaries are the best example, why should sepcial and heavy raid weapons be any less attractive compared to non raid legendaries when comparing that same effect on raid primaries.

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