How to balance crucible based off my personal experience:
[b]Weapons[/b]
[i]Auto Rifles[/i]
Slight buff to range and stability on slowest RoF Auto Rifles
Alight buff to stability to mid RoF Auto Rifles
Increase to hipfire accuracy
[i]Pulse Rifles[/i]
Slight increase to zoom on fastest RoF Pulse Rifles
Increase to stability of slowest RoF Pulse Rifles
[i]Hand Cannons[/i]
Slight increase to ammo storage
Increase to accuracy when aiming down sights, especially to the highest range archtype
[i]Sidearms[/i]
Change to stat bars to accurately represent stats.
Increase to stability of slower rate of fire archetype
Faster equip time from primary if primary's mag is empty
[i]Fusion Rifles[/i]
Higher stability to fastest charge time, lowest Impact archetype
More accuracy when moving
[i]Shotguns[/i]
When standing or crouching still with a shotgun equipped, you appear on enemy's radar from farther away.
Higher non-precision damage on PvE combatants.
[i]Snipers[/i]
When standing or crouching still with a shotgun equipped, you appear on enemy's radar from farther away.
Brighter glint
Slightly decreased aim assist to the highest aim assist snipers
[i]Machine Guns[/i]
Higher stability to faster RoF archetypes
[b]Weapon Perks[/b]
Lightweight allows you to also aim down sights while in a secondary jump ability without canceling it.
Mulligan has a higher chance to proc and provides a slight (5%) chance to return the bullet to the mag even on a hit.
Army of One also increases super energy on unassisted kills
Battle Runner lasts slightly longer and makes you fall slower
Cascade increases magazine size of the next magazine after a melee hit (along with the usual increased reload speed after a melee kill)
Icarus provides increased accuracy while airborne as well as increased damage dealt when falling.
Replenish refills magazine after an ability kill
Surplus, Shoot, to Loot and Vacuum are combined to create the perk "Glutton"
Take a Knee grants bonus range and accuracy while crouching.
Guerrilla Fighter does the usual and makes you invisible to enemy radar when crouching still with this weapon equipped
Surrounded and Danger Close's "close proximity" is farther away (as long as it is on your radar, it is "close")
Rescue Mag also increases damage dealt when critically wounded
Relentless Tracker also provides radar when aiming down sights a short time after kills
Exhumed and Last Man Standing are now only intrinsic perks available on Lighthouse Weapons
[b]Abilities[/b]
[i]Gunslinger[/i]
Throwing Knife is brought back to previous damage levels
Incendiary Blade damage decreased
Gunfighter decreases zoom of Golden Gun
Tripmine Grenade lasts 10 seconds longer and doesn't appear to flash for opponents, only allies so they know it won't harm them.
Swarm Grenade Tracks faster
[i]Blade Dancer[/i]
Arcbolt Grenade can fire one more bolt
Fixed Backstab
[i]Nightstalker[/i]
Shadowshot is more accurate but has less tracking
Voidwall Grenade burns slightly higher
Snare allows Smoke Grenade to stick to allies
[i]Sunbreaker[/i]
Hammer of Sol detonates closer to targets making it more consistent but requires better aim.
Thermite grenade damage increased to that of a Lightning Grenade's burst
Thermal Vent pushes enemies back like a Sunsinger's Solar Wind
Flameseeker has slightly more aggressive tracking.
[i]Striker[/i]
Pulse Grenade does more damage per pulse.
Shoulder Charge can't be activated after sliding.
[i]Voidwalker[/i]
Vortex Grenade slightly pulls enemies inside. (You can still easily walk away)
[i]Stormcaller[/i]
Same changes to grenades as that to Bladedancer and Striker
Pulsewave also increases speed of super charge.
[spoiler]Anything else?[/spoiler]
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Pulses need a damage buff they do not 2 burst often enough I have a third eye counter balance spare change and it 2 bursts very inconsistently
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Low rof pulses, ARs, and HCs all need a damage buff. A high rof pulse should not kill in three bursts while a low rof pulse also kills in three bursts. Low rof needs to go back to a two burst kill. Same goes for HCs. A low rof HC takes three headshots which is the exact same as a high rof HC. How does that even make sense? And low rof ARs are just outclassed by anything with a higher rof.
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How about we just undo all the bs nerfs and go back to enjoying our game. If anything they just need to buff all the crap no one uses
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Edited by kniveskills81: 7/3/2016 5:09:36 PM7 things. -Buff tripmine damage back up. -Undo the arcblade super and melee changes from the june patch. -Indeed undo the throwing knife nerf but dont nerf the burn damage either. Instead fix the bug that lets the burn damage only proc about 30% of the time(seriously its ridiculously laughable). -Buff flux sticky grenade. Or nerf the fusion sticky grenade. -Nerf the -blam!- outta juggeraids. -And finally nerf bodyshot damage on snipers to 140 on the highest impact and 85 on the lowest. Everything but the lowest should still he able to double bodyshot kill normal guardian. So meaning the preadyths revenge archetype bodyshot damage shouldnt go under 101 damage. -and buff base impact on solar nades and buff range on firebolts back up to prenerf.
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I think we should buff everything to the state at which it was its best (other than sunbreaker vex and stormtrance)
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I love the shotgun crouch idea.
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I think there needs to be buffs instead of nerfs because nerfs just make things practically useless. I made a video about this yesterday. My video had real krafty in it too lol. Played him in trails for like the 6ths time last week.
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