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Edited by aliensnail: 2/26/2017 6:13:28 PM
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Patch ideas part 1

This will be broken up into multiple parts, this is primaries, part 2 will be specials, part 3 is exotics and classes. They will be titled patch ideas 1, patch ideas 2, patch ideas 3. I would like to start by saying how I believe that this would really make the primary meta fell powerful, most of these changes are very drastic. But when many powerful buffs are made at the same time to different weapon types, it makes everything competitive. pulse rifles for the most part are in an ok place in the game right now, except mid impact. Does anyone remember back in year 1 when these would 2 burst. Give mid(red death) and slow(spare change) damage boosts. Hopscotch pilgrim would 2 burst again and the super slow would kill in 1 burst and 1 headshot and 1 more body shot from the next burst, but would also not receive a fire rate increase. Increase hawksaw and grasp rate of fire to keep up competitiveness in all archetypes. These would all end up having time to kill within .15 of each other spare change being the 2nd best, red death at 1st, then grasp and then hawksaw. All would be competitive. GOOD PERKS ARE STILL NEEDED. This patch focuses on making things good in base stats but the reality is that good perks will make a weapon great and bad ones won't. hand cannons To account for these changes these would be given an extra 7 meters in range as base stat and the highest impact hand cannons would be able to 2 tap but would fire slower than they currently do. This creates a risk reward situation that would beat out the pulses if aim is good enough for a two tap. If not the player will have a tough time winning the fight. The ones that can't two tap( hawk moon and faster firing). They would all fire slightly faster. This would keep the rest of hand cannons in line with the more powerful hand cannons. While not as fast to kill as a two tap, still beating some pulses. Different archetypes would pair better against different pulses. First curse would shine against the spare change and thorn against grasp and hawksaw, not to say that they would always win but that would be where the nature of the weapons would most likely meet up. Grasp and thorn are both closer range weapons and therefore would be made to have similar time to kills. This creates a skill gap, if you are a good player you will win more fights. GOOD PERKS ARE STILL NEEDED, hand laid stock still won't be good on hand cannons, range is still key. Scout rifles would revive a slight rate of fire boost across the board to lower time to kill. This makes the worst archetypes better and the good ones extra competitive. The rate of fire would be higher increased among the scouts with the slowest time to kill. This means that they will still shine in longer range distances but will still compete time to kill wise with other weapons meaning they are competitive. With auto rifles These were great in year 1 and then got crushed so my ideas are A blanket buff of 5 meter range. These need less damage fall off. Also a blanket buff of 12.5 percent damage. This almost completely undos the mega nerf from year one and keeps them up to speed with the new time to kills of the changes listed above. In addition a 3 percent stability bonus. I am trying NOT TO MAKE ALL WEAPONS WITH BAD PERKS GOOD. If you want a great auto you still need stability perks. The damage and range are something you now have to focus on less. Read the replays by me for the part 2 and 3

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  • Part2 Special weapons Shotguns Oh, well let's talk about them. My idea is to lower range by 12.5 percent AND increase the shot spread by 10 percent . Dont worry, its under control, what lets the range and spread be nerfed is the fact that shotpackage would be readers. Meaning that shotguns are worse but with the right perks can be godly. I DONT want to make them overpowered OR UNDERPOWERED. The goal is to make them their deadly self in the CLOSE RANGE situations. There for the other specials would not be over buffed Fusion rifles They have always been good by themselves but when compared to snipers or shotguns, they get killed. I will add that the only time they have been even close to the meta was when the vex mythoclast was unnerfed. My idea to make them competitive is to give them a blanket buff of all having an extra shot in each burst, and a range buff of 2 meters. This is aimed to keep them working on the range they are intended, medium range. With an extra 2 meters and more room for error with the extra shot, these can finally compete with sidearms. the fusions would revive a blanket buff of reduced charge time by .1 seconds making people actually want to use them. Sidearms These things have always been good, but like fusions get stomped into the ground by shotguns and snipers in recent metas. First off special would be fixed so that they only had 1 magazine of ammo after death, as it should be. Then they would receive a blanket buff of 10 percent stability. His is because in order to have these work at range you need range for the damage falloff and stability so you can see where you are going. The goal is not to make them long range, but instead compete well with the newly buffed fusions in their range. GOOD PERKS ARE STILL NEEDED FOR A GOOD SIDEARM. Snipers Well, snipers..... I think that if fusions would be buffed to compete with a deadlier sidearm and shot guns have less range but are more effective in said range, that snipers also need a buff. With How powerful and in some cases fast firing primaries and the other specials would be, flinch would be reduced by 20 percent and unflinching would be completely unnerfed. 20 percent may seem like a lot, but in reality it's not a real buff as it in does the flinch nerf a while back. Scope zoom would also be reduced by .25. Ambush would go from 4.5 to 4.25. Not a huge change like shot-package, but makes them stronger. This is similar though because, if you want them to flinch less, unflinching would be good again and a viable perk to take the place of hidden hand on you sniper, not that it replaces it, just it goes in that column. This means that headshots have to be better earned and more skill is required with less aim assist and smaller hit box. This is good for everyone because now snipers can have the less flinch they want and they have to work harder to get headshots because they have less aim assist, like non sniper fans were suggesting, without having to nerf them.

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