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#feedback

Edited by MT 2A7X1 DAVIS: 1/21/2017 7:25:17 PM
27

Thorn is almost balanced, and I can show you the math behind it.

For those of you who weren't here Year 1 or don't remember how blatantly overpowered the Damage over Time was, stop asking for a buff to the damn Damage over Time to Thorn. Beware that a wall of text is about to come and I really don't know how to possibly make a TL,DR out of it. Thorn IS almost balanced as is. If hand cannon bloom was removed and its Range stat was buffed to it's previous state, then Thorn would be a top tier hand cannon. The Range stat is the only thing holding it back. Damage over Time is not intended to give the ability to two tap people. In case you don't remember or realize this, it broke the Crucible for a period spanning the middle of May to mid September 2015, also when Trials of Osiris was introduced and a much bigger thing. The gun became a crutch, but it was a crutch you had to use to be able to compete online if you weren't using the Last Word when it was also broken. I have seen countless posts and comments on how the Damage over Time should be at least 6 points of damage per tick, so let's look at some numbers. High Rate of Fire, Low Impact Hand Cannon (Thorn-Archetype) deal 51 body shot damage and 77 headshot damage. If you do the math, you'll realize that this archetype is unable to 1 headshot, 2 body shot kill for optimal time to kill. This totals in at 179 damage. This is just 21 damage shy of killing an average armor player at 200 hitpoints, but armor can change this from 190 to 210. Now note that those three hits trigger the Thorn Damage over Time 3 times, at 8 ticks of 1 point of damage, meaning an additional 24 damage. This means you can kill anyone in crucible with 203 hitpoints or less with the Mid Impact, Mid Rate of Fire optimal shots to kill, not needing a second headshot as you would for any other hand cannon in Thorn's archetype, excluding Luck of the Chamber rolls. Even then, it isn't hard to hit a follow up shot in a headshot if you've already gotten one. Still, this really isn't needed as most players sit at an average armor stat. Now, the Damage over Time. As I've said before, Thorn currently does 24 total damage with this Damage over Time, which is substantial enough, in my opinion. The beauty of that specific number is that it doesn't cause the chance for 2 shot killing. Increasing the Damage over Time tick damage to 2 would be acceptable, equating to 48 total damage over 3 shots, would allow for the unique ability to kill any player with solely body shots on this Hand Cannon Archetype, still remaining in the acceptable 3 shots to kill. However, this cannot go past 3 per tick. This would bring back Thorn's infamous 2 tapping on slightly above average hitpoints (201), albeit both being headshots. 4 damage per tick is unacceptable. The Damage over Time would equate to 64, allowing for a definite 2 shot headshot, with the total damage equating to 218. Now we'll jump to 7 damage per tick, because all between 4 and 6 become roughly the same, except for the fact that 5 and 6 damage per tick will always kill in 2 headshots. All the damage over time equates to 112. Add 2 body shots at 51 damage each, and you surpass the 210 damage threshold to 214 total damage, once again allowing 2 shotting, but this time with bodyshots. Now read this part very carefully. In Thorn's current state, you have the ability to kill in 1 headshot and 2 body shots with most players almost you would be able to kill anyone with a Palindrome-Archetype Mid Rate of Fire, Mid Impact Hand Cannon. The caveat is that Thorn fires noticeably faster than this archetype with its higher Rate of Fire, so you are actually attaining this optimal shots to kill quicker than a Palindrome. This is how I'm ending my argument against buffing damage over time because I really don't know how to do it. Bungie, if any of the community managers read this, just refer your Live Team to this if they even have the thought of listening to the community on the Damage over Time buff. It would become a crutch once again, and if you really are looking to balance the Crucible, leave Thorn alone, maybe buffing its Range stat to its previous state. There are other disasters of guns to work on, especially High Impact Pulse Rifles and Auto Rifles and maybe even add Sniper Rifles due to excessive flinch, so don't focus on what is essentially as balanced as it could be with your design philosophy. Edit: It appears I have made a slight mistake on the tick rate for Destiny. I figured that since Destiny's frame rate was 30 frames per second, the tick rate would match it, but I was wrong. Bungie has chosen to go with cheap servers, probably due to the funding from Activision. The tick rate is at 10 ticks per second, meaning the burn damage for Thorn is slightly under a second, after the last shot that hits, meaning your full damage potential is 8/10 or 4/5 of a second after your last hit.

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  • Buff Thorns range and it's Mark of the Devourer [spoiler] Slightly[/spoiler] [spoiler] Don't[/spoiler] Nerf fusion rifles.

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  • Thorn is in a good place I feel. I wrecked the Iron Banner with it and my Full Burn Sunsinger https://www.bungie.net/en/Forum/Post/221207676/0/0

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    • Edited by Droid: 1/23/2017 9:55:59 PM
      I agree. Thorn needs some range. I don't necessarily mind bloom because it does keep the hand cannon range in check. A lot of people don't understand bloom. If you're using your hand cannon within it's optimal range, bloom is a lot less likely to occur, or it doesn't happen at all. Even after the hand cannon nerf I continued to exclusively use hand cannons to master them all over again and this is what I've experienced. So. More than likely, if anyone is experiencing ghost bullets, they're either shooting outside of its optimal range. Or. They're within the optimal range and they're missing. Whether it be user error or lag. Now. Most people would say bloom needs to be removed because "if I'm on my target, it should hit." Now, there's no statement more true than that, but it's realistic. In a game, there's something that needs to be implemented to keep weapons strong within their class. This example is best used for shotguns. Within the game, a shotguns range doesn't make sense. The range of a shotgun in real life out classes shotgun range within this game. This is because that's the way it has to be. Same goes for Hand Cannon bloom. If you're shooting outside the optimal range, you're going to "miss" now and again. Now, I'm not saying that's the way it should be, but all in all it's a game, so I really don't mind. Keep the weapon within its effective range and there should be no issues.

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    • A majority of the people asking for a thorn buff just want the burn to do the job for them like in year 1

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      • Thorn is totally balanced. I always land my first two shots, ghost my third and 50/50 my fourth and by the fifth shot, I am either dead or running away from the fight. That is balance.

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        • To add to your note, don't forget is that the damage over time effect is infinite on the thorn. During the thorn op era it was like pre nerfed fire bolts causing in infinite amount of dot damage that was unfair. The thing with pre nerfed fire bolts is that it had reset timers not like thorn where damage over time was infinite.

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          • I feel that Thorns DoT should be 1 damage per tick and for 3 or 4 seconds, give back its range and change final round to lucky round

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          • I agree that all it really needs back is its range. Most Hand Cannons just need Range.

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          • I thought it was 6 ticks

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          • Thorn needs a buff along with primaries

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            • Undone it's 25% range nerf and bring the dot to 3

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            • Thorn does 79 to the head and with light level enabled and its attack power being 400 it does maximum 81 to the head (this is at very close range due to the horrible damage falloff)

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            • All it needs is an accuracy buff. Nice to see someone using math to prove a good point, too.

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            • Math being put to good use.

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            • Agreed. People who ask for a Thorn buff are asking for the wrong thing - the [i]range[/i] needs the buff, not the DoT. Have the heartiest of bumps.

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            • You missed the fact that the 25% range nerf [b]needs[/b] to be undone, in addition to the bump for DoT as suggested.

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              • What's it like being a loser

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              • I would like to see a Dot buff for PVE PvP have ruined this fun gun in PVE I know there exist better guns for PVE but isn't this game about fun? In year one the thorn was fun to use in PVE,now it's not so much:(

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              • Edited by Kone19ps: 1/22/2017 2:06:37 AM
                Thorns range was more than its archetype allowed so bungie changed it. They won't change it back. Bloom will also not be removed. So if that's the premise of this wall of text it won't work. Low impact has a potential 0.73 ttk.

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              • Damage over time does shit tho

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                • Still takes them 8 ticks of poison to die. This means a LOT of trades. Other HC will flat out kill people. The actual TTK of what you are suggesting is abysmal when you factor that they will be running around with a death timer on their head for an additional 3+ seconds. You "3 tap" them, then they still have time to kill you before their poison kills them. That's my problem with Thorn.

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                  • Edited by fookrsaken: 1/21/2017 9:28:28 PM
                    Your well thought out and articulated posts has no place on these forums! #makethornopagain

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                  • [quote]For those of you who weren't here Year 1 or don't remember how blatantly overpowered the Damage over Time was, stop asking for a buff to the damn Damage over Time to Thorn. Beware that a wall of text is about to come and I really don't know how to possibly make a TL,DR out of it. Thorn IS almost balanced as is. If hand cannon bloom was removed and its Range stat was buffed to it's previous state, then Thorn would be a top tier hand cannon. The Range stat is the only thing holding it back. Damage over Time is not intended to give the ability to two tap people. In case you don't remember or realize this, it broke the Crucible for a period spanning the middle of May to mid September 2015, also when Trials of Osiris was introduced and a much bigger thing. The gun became a crutch, but it was a crutch you had to use to be able to compete online if you weren't using the Last Word when it was also broken. I have seen countless posts and comments on how the Damage over Time should be at least 6 points of damage per tick, so let's look at some numbers. High Rate of Fire, Low Impact Hand Cannon (Thorn-Archetype) deal 51 body shot damage and 77 headshot damage. If you do the math, you'll realize that this archetype is unable to 1 headshot, 2 body shot kill for optimal time to kill. This totals in at 179 damage. This is just 21 damage shy of killing an average armor player at 200 hitpoints, but armor can change this from 190 to 210. Now note that those three hits trigger the Thorn Damage over Time 3 times, at 8 ticks of 1 point of damage, meaning an additional 24 damage. This means you can kill anyone in crucible with 203 hitpoints or less with the Mid Impact, Mid Rate of Fire optimal shots to kill, not needing a second headshot as you would for any other hand cannon in Thorn's archetype, excluding Luck of the Chamber rolls. Even then, it isn't hard to hit a follow up shot in a headshot if you've already gotten one. Still, this really isn't needed as most players sit at an average armor stat. Now, the Damage over Time. As I've said before, Thorn currently does 24 total damage with this Damage over Time, which is substantial enough, in my opinion. The beauty of that specific number is that it doesn't cause the chance for 2 shot killing. Increasing the Damage over Time tick damage to 2 would be acceptable, equating to 48 total damage over 3 shots, would allow for the unique ability to kill any player with solely body shots on this Hand Cannon Archetype, still remaining in the acceptable 3 shots to kill. However, this cannot go past 3 per tick. This would bring back Thorn's infamous 2 tapping on slightly above average hitpoints (201), albeit both being headshots. 4 damage per tick is unacceptable. The Damage over Time would equate to 64, allowing for a definite 2 shot headshot, with the total damage equating to 218. Now we'll jump to 7 damage per tick, because all between 4 and 6 become roughly the same, except for the fact that 5 and 6 damage per tick will always kill in 2 headshots. All the damage over time equates to 112. Add 2 body shots at 51 damage each, and you surpass the 210 damage threshold to 214 total damage, once again allowing 2 shotting, but this time with bodyshots. Now read this part very carefully. In Thorn's current state, you have the ability to kill in 1 headshot and 2 body shots with most players almost you would be able to kill anyone with a Palindrome-Archetype Mid Rate of Fire, Mid Impact Hand Cannon. The caveat is that Thorn fires noticeably faster than this archetype with its higher Rate of Fire, so you are actually attaining this optimal shots to kill quicker than a Palindrome. This is how I'm ending my argument against buffing damage over time because I really don't know how to do it. Bungie, if any of the community managers read this, just refer your Live Team to this if they even have the thought of listening to the community on the Damage over Time buff. It would become a crutch once again, and if you really are looking to balance the Crucible, leave Thorn alone, maybe buffing its Range stat to its previous state. There are other disasters of guns to work on, especially High Impact Pulse Rifles and Auto Rifles and maybe even add Sniper Rifles due to excessive flinch, so don't focus on what is essentially as balanced as it could be with your design philosophy.[/quote] Thorn is a long way from being balanced. At least balanced towards viability. How would I fix it? I'd make it function like touch of malice. It would have increased dot but at the expense of it ALSO infecting the user. That way it rewards skill as those that land their shots would come out on top it would also yield an interesting dynamic coupled with the artifact. Add a health regeneration perk for precision kills and boom. Viable. Thank you. Thank you.

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                    • How about this, make it to what it was pre-april update nerf. It was fine during that time.

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                      • Bringing the DoT damage back up lke 5 dpt for 4 ticks since it won't two headshot - burn out kill people like in year 1. Not to mention the artifact that reduces DoT damages. However, I can't agree with a range buff because it already has better range than every other weapon in its archetype (I believe) an would also negate the intended pull factor of high impact hand cannons stated by bungie. (even though that pull factor isn't very noticeable)

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                      • Bump

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