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10/28/2016 3:07:28 PM
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Shotguns aren't fine, but not in the manner everyone is talking about - and a lot of other weapons also aren't fine in the manner I 'm about to say; At the moment, [b]only High Impact Shotguns[/b] are viable/competitive. All other Archetypes are considered bad/garbage due to the increased TTK/Shots to Kill. Many other weapons suffer this. All Auto Rifles except for the occasional Low Impact Auto are considered trash - High Impact Pulses are considered trash - High Impact / Low Impact Scouts are considered trash - Low Impact / Medium Impact Hand Cannons are trash - low/medium impact Fusions are trash - and Sidearms need love. Now, nerfs don't need to entirely stop happening. Currently, the High Impact Shotguns should be toned down [b]only slightly[/b], and the other Shotgun archetypes should be buffed slightly to make them all competitively viable. Likewise with Hand Cannons and Pulse Rifles - one Archetype needs to be nerfed and the others buffed; Eyasluna Archetype Hand Cannons need to have their impact reduced to a 4HK (due to how fast they fire and how far their effective range goes.), while medium/low impact HCs need to have their effective range increased, and bloom decreased. Grasp/Dragon Archetype Pulses need to have their TTK increased, Pulses to Kill should be 4 or 5, and not 3. Grasp should be a 4PK, Hawksaw a 3PK, and Hopscotch a 2 1/2 PK. Bungie has been adapting their PvP changes as they years have gone on, and they've been adding more buffs than nerfs as of recently - but as many extremely good Destiny players have said; the current Meta / Weapon Archetype Meta that's going on is extremely toxic and very bad for the game, mainly Hand Cannons and Pulses.
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  • NO. NO. NO. NO. NONE of the game's primaries need to be nerfed. All the game's primaries range from underpowered....to badly underpowered....to ridiculoulsly underpowered.

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  • I don't consider a Hand Cannon that can 3 Hit Kill, while firing as fast as a Vision of Confluence, and only one of those three shots needs to be a headshot - underpowered in any way.

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  • Vision of Confluence and even Badger CCL max-impact scouts shoot faster than Eyasluna and have tons more range. We need to buff instead of nerf.

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  • WHAT? [B]WHAT[/B]? First of all, Eyasluna does [b]not[/b] shoot slower than Badger/Gheleon-type Scouts, the Badger/Gheleon-type Scouts are literally the slowest firing weapons in the game, and that's because they're what? [b]Oh, that's right, because they're a 3HK weapon archetype[/b]. Eyasluna has a faster fire rate than Vision-type Scouts, but only marginally (by 2 points), yet Eyaluna-type Hand Cannons are allowed to 3HK while firing this fast [b]AND[/b] all three shots don't even need to be headshots to 3HK (while Badger/Gheleon-type Scouts require 3 headshots to 3HK.) Do some research before you post.

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  • Nope. Weapon stats aren't comparable ingame amongst different weapon classes. https://docs.google.com/spreadsheets/d/1L7FV9l4hXo2tHD3XlFUp854XvJIwTKFIPvASLduPPS4/edit#gid=0 is a spreadsheet showing TTKs of all weapons. A TTK of a weapon is the amount of time between the first and last shot. There are N-1 gaps for a gun with N shots to kill. So a 3-shot gun has 2 gaps, a 4-shot gun has 3 gaps, etc. In the spreadsheet, the TTK of an Eyasluna-archetype gun is .86, so it takes .43 seconds between shots. A max-impact scout has a .80 TTK, so .40 seconds between shots. Vision of Confluence has .33 seconds between shots, for reference.

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  • When your trying to hit a target you that can move unpredictability---at full speed---in all three dimensions, including sliding and short-range teleportation? I do. Though hand cannons are the only primaries in this game that come close to killing in a reasonable time frame. It's why they dominate high level play in this game.

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  • Actually, [b]only those Hand Cannons[/b] dominate high level play, which is why it's a problem - and buffing all other primaries to this absurd TTK is not a viable solution, because if that happened - only the fastest firing of weapons would be meta even further.

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  • [quote]Now, nerfs don't need to entirely stop happening. Currently, the High Impact Shotguns should be toned down only slightly, and the other Shotgun archetypes should be buffed slightly to make them all competitively viable.[/quote] Only problem with this is what I said in my post. Any nerf to the High Impact type is going to make Shotgun/Melee more prevalent. And increasing the lower impact/Higher RoF shotguns will only make people cry more because it gives those types "Artificial range" because of the RoF. There will never be a middle ground with shotguns. As for your other comments, what your saying about the archetype balance is not false, but there are way to many variables to make it work 100% right. To be fair whose "right" is the right one? I think were PVP is concerned there are archetypes that will always be preferred over others. It will never find even ground. I also think bringing up what works "competitively" is hogwash. The competitive crowd is a very small percentage of the player base and should only be considered on the far end of the balance spectrum.

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  • I could consider them on the far end of the spectrum if they didn't decide the meta, in essence. Whatever is "Competitive" becomes what is used by the majority, thus they would know better.

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