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#feedback

Edited by ApexCrisYT: 2/28/2017 12:36:55 AM
44

Thoughts and feedback on Patch 2.5.0.2. P2: Specials, Exotics & Class abilities

I recently posted my opinions on Patch 2.5.0.2., and what should be done with primary weapons going forward. Now it’s all about special weapons, exotics and class abilities. If you didn’t read my previous post, I highly recommend you do so, as many my suggestions in that post are highly relevant to this post, especially regarding Exotics. https://www.bungie.net/en/Forums/Post/222763923?showBanned=0&path=0 But lets just get right into it, with Special weapons [b]Shotguns[/b] I personally had a few issues with the changes to shotguns in 2.5.0.2. Not only did it nerf all shotguns, even though only a small handful of them are a problem, but it also reduced the skill gap when it comes to shotgun usage. There’s a common misconception that shotguns take no skill to use. That is absolutely not true, but the skill lies in mastering your movement. A shotgun is not hard to aim, so the factor that seperates and average shotgunner from a great shotgunner is the ability to use movement to outplay the opponent. By taking away mid-air accuracy, you take away the ability to outplay other shotgunners. Most shotgun engagements now consist of two players sliding at each other, and hoping you time your trigger pull better than your opponent. And other than that, it’s just a shame to have so much fantastic movement and not be able to use it to its full potential. I would revert this mid-air penalty on shotguns, to allow more of a skill-gap once more. The rest of the changes in 2.5.0.2. were quite good in my opinion, but I would still make some changes to bring low impact shotties in line with their high impact counter parts. First, I would increase the base range on all low/mid impact shotguns, so they can achieve max range. They will still not have the one shot kill range of Matador, but alteast they are slightly more viable. No one wants to use a low range, low impact shotgun. I would also make a change to the Matador and Last ditch-001. Either they should be moved to the Party Crasher archetype, both in terms of impact and RoF, or they should have their fire rate reduced to 5 (Identical to Conspiracy Theory-D). Ultimately, I don’t think the change to low impact shotties will be a gamechanger, but I think shotguns as a whole need a rework to make low impact variants viable, without nerfing high impacts into the ground. [b]Snipers[/b] Controversial as ever. Snipers are supposed to be long range marksman weapons, rewarding a skilled hand. This just… doesn’t really work in Destiny. Destiny’s map design is based almost entirely around CQC. Snipers should never be reliable option up close, but the should be an option. To be able to use a sniper consistently should be a high risk/ high reward play, but it should be possible to do, for highly skilled players. Currently snipers are slow and sluggish, preventing them to be used up close, and they flinch like crazy making it very difficult to do anything other than sit as far in the back as possible, and hard-scope. I would bring back Sniper handling (Both equip- and ADS speed), to pre-april update levels, and tone back the flinch just a little bit. Find a middle ground between where there are now, and before Rise of Iron. To emphasize that these weapons are high risk/ high reward weapons, I would significantly decrease bodyshot damage, to prevent easy bodyshot + clean ups. Such a change would inevitably hit low impact snipers hard, but it is necessary emphasize a high risk, high reward playstyle with snipers. The most popular archetype is of course the 19 RoF/ 31 impact class, featuring LDR, Longbow etc. These Snipers could be brought down as far as 100 bodyshot damage, but with a 4x headshot multiplier to compensate. A less dramatic change would be to decrease damage of the LDR archetype to 140, with a headshot modifier of 3x. (Obviously, also adjusting bodyshot damage of other snipers to compensate for the increased headshot modifier) To retain the current headshot damage with a 4x modifier, the other archetypes would have a pretty significant decrease to bodyshot damage: - 37 impact (Event Horizon): 113 bodyshot, 452 headshot - 31 impact (LDR): 100 bodyshot. 400 headshot (Yes, capable of 1HK on roaming supers) - 22 impact (Laughing Heart): 84 bodyshot, 334 headshot - 16 impact (Seventh Sense): 67 bodyshot, 267 headshot - 13 impact (Bitter Edge 010): 63 bodyshot, 250 headshot - 10 impact (20/20 AMR7): 54 bodyshot, 217 headshot This would be a pretty severe nerf to low impact snipers, so an alternative, arguably preferable change, would be to lock ALL snipers at 100 damage for bodyshots, and simply have their headshot modifiers differentiate. But I realise that such a change would probably be near impossible to make. [b]Fusion Rifles & Sidearms[/b] I believe Sidearms and Fusion rifles currently work as intended. Slight buffs may be necessary if any of my suggested changes were implemented, but I would personally wait and see how it plays out before changing these weapon types. Too keep this post within the character limit, I will mostly resort to bullet points when it comes to Exotics and Class abilities. When it comes to [b]Exotics[/b], a lot of them feel unremarkable. Some will undoubtedly benefit greatly from buffs to their individual weapon classes, but others could definitely still use some tweaking. All Hand Cannons: From my testing, all Exotic Hand Cannons still have a little bloom, even on the first shot. Their perks are hardly overpowered anymore, and their base stats are not great. No reason they should have an accuracy penalty. Hawkmoon: Hawkmoon honestly doesn’t feel very exotic at the moment. An LITC headshot & a normal headshot usually won’t land you a 2 shot kill. I would increase the damage of the LITC rounds by 2. This would guarantee a 2 tap with Aggressive Ballistics. Of course, this also comes at the cost of range and stability, when compared to Field Choke or Accurized Ballistics. I would also increase stability by 10. Possibly replace Hammer Forged with Send It. First Curse: First Curse should have its base range increased to 62, and the perk First Curse, should push damage drop off to 45+ meters. This would make it an unspectacular, yet truly Exotic marksman hand cannon. Ace of Spades: Maverick returns 3 rounds to the mag on precision kill. Outbreak Prime: Hand Loaded and Fitted Stock replaced with Hammer Forged and Perfect Balance, respectively. Khvostov 7G-0X: Scout Rifle and Pulse Rifle variants need to share RoF and Impact with actual Scout- and Pulse Rifles. No one has a trigger finger capable of firing at 900rpm. Hard Light: Reduced visual recoil. Ice Breaker: Snapshot is currently bugged, and doesn’t seem to increase ADS speed. [b]Hunters:[/b] Quickdraw: The nerf to quickdraw (and Ophidian Aspect) seemed unnecessary to me. It was definitely always a strong ability, but was no more overpowered than Shadestep, titan skating or Life Steal. I would revert this change. Blink Strike: Bring the range of Blink Strike in line with basic Warlock melee (Is currently ~0,5 meters shorter) Backstab: Replace with range increasing perk? Throwing knives: Revert damage to 122 for non-crits, 158 for crits. [b]Titans:[/b] Lightning grenades: Reduce damage cone, to reflect visual effect. Shoulder Charge: Animation speed increased to pre-nerf levels. [b]Warlocks:[/b] Firebolt grenades: Increased tag radius. [b]All/multiple classes:[/b] Spike grenades: Reduced cone (Both damage wise and visually) Sticky grenades: Explodes immediately if user dies, dealing 50-100 damage in a smaller radius (Prevents panic-trading. Still highly effective if used smartly.) I’m on a bit of a roll here, and I realize that a lot of these suggestions, especially regarding Exotics and Classes are more wishful thinking than anything. But I really hope that this feedback will be taken into consideration for future sandbox updates. Thank you for reading - ApexCris

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  • Edited by Nightcore Loli: 3/6/2017 4:03:48 AM
    [quote] [b]Snipers[/b] Controversial as ever. Snipers are supposed to be long range marksman weapons, rewarding a skilled hand. This just… doesn’t really work in Destiny. Destiny’s map design is based almost entirely around CQC. Snipers should never be reliable option up close, but the should be an option. To be able to use a sniper consistently should be a high risk/ high reward play, but it should be possible to do, for highly skilled players. Currently snipers are slow and sluggish, preventing them to be used up close, and they flinch like crazy making it very difficult to do anything other than sit as far in the back as possible, and hard-scope. I would bring back Sniper handling (Both equip- and ADS speed), to pre-april update levels, and tone back the flinch just a little bit. Find a middle ground between where there are now, and before Rise of Iron. To emphasize that these weapons are high risk/ high reward weapons, I would significantly decrease bodyshot damage, to prevent easy bodyshot + clean ups. Such a change would inevitably hit low impact snipers hard, but it is necessary emphasize a high risk, high reward playstyle with snipers. The most popular archetype is of course the 19 RoF/ 31 impact class, featuring LDR, Longbow etc. These Snipers could be brought down as far as 100 bodyshot damage, but with a 4x headshot multiplier to compensate. A less dramatic change would be to decrease damage of the LDR archetype to 140, with a headshot modifier of 3x. (Obviously, also adjusting bodyshot damage of other snipers to compensate for the increased headshot modifier) To retain the current headshot damage with a 4x modifier, the other archetypes would have a pretty significant decrease to bodyshot damage: - 37 impact (Event Horizon): 113 bodyshot, 452 headshot - 31 impact (LDR): 100 bodyshot. 400 headshot (Yes, capable of 1HK on roaming supers) - 22 impact (Laughing Heart): 84 bodyshot, 334 headshot - 16 impact (Seventh Sense): 67 bodyshot, 267 headshot - 13 impact (Bitter Edge 010): 63 bodyshot, 250 headshot - 10 impact (20/20 AMR7): 54 bodyshot, 217 headshot This would be a pretty severe nerf to low impact snipers, so an alternative, arguably preferable change, would be to lock ALL snipers at 100 damage for bodyshots, and simply have their headshot modifiers differentiate. But I realise that such a change would probably be near impossible to make.[/quote] I would actually like to see Bungie reduce the flinch to how it was before Rise of Iron weapon tuning update and to find a different way to suppress snipers. I agree with all the changes you suggested except for flinch. I know the lowest archetype will be deemed usless but maybe allow it to shutdown roaming supers with a huge buff to precision multiplier. This will allow sniper rifle diversity I don't mind a really low body shot damage that is not an issue. But to shutdown roaming supers with a praedyth precision headshot will feel rewarding as it should feel like a huge risk.

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  • https://www.bungie.net/en/Forum/Post/222630749/0/0

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  • You sound like a player who uses all the weapons in destiny. This is the kind of feedback the devs need to see. I was most disappointed by the shotgun in air accuracy nerf. It's actually very apparent how bad the nerf is when shooting players in the air. It forces you to stay on the ground and in turn, lowers the skill gap. This isn't good for the game.

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  • Read both and I agree with everything except the sniper damage changes. Should a special weapon body shot really do as much as a hc body shot? There is too many archetypes to work with the change you proposed. I do like the suggested change for LDR archetype though but then the change to efrideets makes highest impact useless. I think adjust ting the fire rate and stability and ammo reserve would have to be changed on lower impact of your changes were implemented

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  • [quote]When it comes to Exotics, a lot of them feel unremarkable.[/quote] That's by design. You know why? Because the Whine Brigade screams, "It's too OP!!!!!!" when you have a good exotic. Try and put yourself in Bungie's shoes. What do you do when you see this from the community? "Make exotics great again.........oh and nerf Shinobu's vow." "Thorn is useless, buff it.......oh and nerf No Land Beyond." "Zen Meteor is terrible, it needs a buff........remove HCR from Mida, it's too OP." So, WTF is Bungie supposed to do with these mixed messages from the community? The minute an exotic works well, the Nerf boyz start howling.

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    • I like your ideas for shotguns and for snipers, except for the change to body shot damage. Since Bungie refuses to separate PvE and PvP, something that should be done so we could have balance changes like this, this shouldn't happen. It would hurt PvE too much. As for classes, what about the armor nerf? It seems a little ridiculous to me that they nerfed a class stat, which doesn't really do much. If any change needed to be done to a class stat it should have been a buff to agility, not a nerf to armor.

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    • Edited by Aulakauss: 3/2/2017 3:13:26 AM
      I agree with nearly everything but have an alternate/additional suggestion for shotguns. If you leave the zero aim assist in the air and only apply the spread revert to when ADS, I'm happy with it. As it is, on the few occasions I've used shotguns since, I can do a fly-by or jump shot, but only if I ADS and it's a bit inconsistent with the accuracy in-air nerf even point blank. If you then tighten the spread further at base value for low-impact, low range shotguns, this might allow for a sort of 'duelists shotgun' role to emerge using this underused archetype of shotgun that would work very well at this playstyle without really making this the only way to use a shotgun.

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    • Pretty much agree with most of this. Good post OP.

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    • Outmaneuvering the opponent in a nutshell... Step 1. Identify the target, Step 2. Let a friendly engage the target, Step 3. Move in for the kill when enemy is distracted fighting another player. Step 4. Once close enough and while pointing ( no ADS required) the barrel at the general vicinity of your intended target, squeeze trigger and score a kill. You said it right, takes lots of skills.

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    • I disagree with the majority of this post. Shotguns aren't designed to push through with precision, so being in air while shooting pellets should be less accurate. Snipers are big and do make a player sluggish. It is a weapon in most circumstances that keeps you out of the frey while still awarding you a kill with precision. No need to make that any better. It is the way it is now to prevent players from ignoring those who are basically knocking at the front door. Lighting grenade needs to trigger a slight bit later after placement, it functions too well initially, as it is a grenade that does damage over time. Pulse grenade needs a buff to damage. Bloodbound should make the target that was hit by the actually tether explode as well. Spike grenade barely just got up to being good...i wouldnt nerf that...people just learned how to use it alot better. No ones fault.

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      • I have to disagree with you on a few points. Shotguns are PERFECT now. They are still a viable option, but gone are the days of blink-shotgun-melee combos (or the damn bunny hopping idiots)! The ONLY defense against that BS was to run shotguns yourself, and considering how many players used shotguns during that meta, it pretty much rendered all other specials useless. Snipers are PERFECT now. They work as they should. If you are hard-scoping and miss your first shot, you should be penalized if the other player returns fire and lands his shots! There is absolutely no way you should be able to land a follow-up head shot under fire! And if you still insist on using a sniper in a CQC map, then you are an idiot. As for Fusions and Sidearms: Fusions are still pretty good, so I'll agree with you there. But sidearms definitely need a nerf- at least in terms of bringing them on par with the other specials regarding the ammo drops. There are plenty of different maps that allow for each of the special weapons to be a viable option. Exotics: I'm glad they feel unremarkable. I don't miss the Thorn/Hawkmoon/MIDA/Suros metas one bit! Heck, even Red Death/Bad Juju wrecked all other legendaries. And don't even get me started on the Vex pre-nerf... Pocket Infiniti was OP! (fun, but OP lol). It's nice to see the different legendaries compete, and makes the grind for that special roll worth it.

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        • The sniper section just doesn't make any sense

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        • I'll post the same thing in here that i did in your other thread cause it applies: You have some nice suggestions, not all i agree with, but it's a start to the talking point. To me, bungie has overbalanced the game, and it'll never be balanced at this point. Which is cool, cause Destiny 2 is coming, so hopefully they use what they learn here and apply it to Destiny 2. Suggestions i have for balance: For Bungie: - separate the balancing tables for pve & pvp...we know yall want us to have the same guardian no matter the activity, but people dont play the game like that...they have setups/loadouts for pve, and they have setups/loadouts for pvp....it's the same guardian, but people use different weapons/perks/gear based on the activity, which is a great thing...that's the beauty of destiny: having so many options....so stop balancing 1 side, while ignoring what it does to the other side...just separate them and you dont have to worry about that... - stop balancing the game around trials...while it is fun, engaging, & competitive, the game should not revolve around this special event...the majority of the changes yall are making are due to trials, and that should not be the case....balance the game for the majority, not the minority....prime ex: yall just nerfed skorris, a mainly pve artifact cause of trials...that makes no sense at all...that is also an example of my first suggestion is needed... for players: - stop looking for a 'meta' then complaining when people use it...as soon as a balance patch is issued, the first thing people run around asking 'what's the new meta?'......stop that.....yall spend all this time looking for the best setups, broadcast about them when found, then turn around and complain cause people are using said setups...then when bungie addresses what yall compain about, yall then complain about that and say bungie just wants to nerf everything....if you havent noticed: you are a good part of that problem...how about this: instead of looking for a 'meta', just play the game how you like/the way that will that brings you enjoyment....cause here's words of wisdom: just cause you use the 'best' setup, doesnt mean you will get results like the better players in the game... for both: - there is no such thing as 'perfect balance'....that's not gonna happen in a game with different weapons, gear, perks, supers, etc...the only way to achieve that would be make everything behave the same, which would be boring as hell and no one will want to play....instead of looking for 'perfect' balance, look for 'true' balance....by 'true' i mean: somethings are gonna be better/worst than others when it comes to getting the job done, but as long as everything can get the job done, that is 'true' balance....you can tweak it from there, but the most important thing is to make sure everything can get the job done....

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        • Why should snipers who are good at conserving ammo suffer because ppl exploit shotguns the truth is in fps games ppl rage over 2,19, and everyone hates getting shutdown by good players or being oneshotted

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          • I like alot of these suggestions. I personally think that in truth... The Low Impact Sniper & Low Impact Handcannon archtypes need to vanish. Instead the current Low impacts guns of these types should be moved to the Medium or High Impact archtypes. IMPO Snipers should all be High Impact. The very point of a sniper is to devastate/kill from an extreme long distance. Low Impact doesn't fit this at all. Handcannons I can accept some being Mid-Impact but seeing as Handcannons are suppose to be Handguns on steroids...I feel they need to be High Impact only, handle slower (like a really heavy handgun), and reward a paitent & skilled hand. I would go so fsr as to change the animations too. We should use both hands imo to hold it, aim, and to help brace each shot. They should be like Magnums impo. As Low Impact versions just make me scratch my head honestly. Isn't that what a sidearm is afterall?

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            • I'm mostly upset that these "patches" keep happening. I like games released with a proper meta, not a constantly changing one

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            • fix exotic class items.

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            • The only problem I have with these changes are regarding sniper rifles and some of the exotic suggestions. I do not think snipers need much in the way of changes, maybe a slight handling buff. Reworking damage values for these weapons could be extremely detrimental to the whole group of weapons. No one really uses low impact sniper rifles now and penalizing them even more will just take them completely out of the conversation of viability. Snipers SHOULD be a good weapon for cleanup kills, you sacrifice your special slot for that luxury at the cost of close quarters survivability. Exotics overall definitely need attention, but LITC is already a perk that probably shouldn't exist so buffing that damage value seems unneeded. For exotic Handcannons (since they are the meta)... Hawkmoon: change the overall recoil pattern for Hawkmoon to more closely reflect Eyasluna's TLW: nothing, feels great...reworking the special ammo system to retain ammo after death will count as a buff Thorn: remove the bloom entirely, otherwise feels good. First Curse: Allow the range perk to persist passively after activation until death or just passively altogether. Remove bloom completely. Ace of Spades: Give it rifled barrel instead of reinforced barrel. [b]Some other points...[/b] Revert Quickdraw changes Revert Throwing knife damage nerf Sticky grenades: no changes Tripmines: Allow players to be stuck again but keep the previous zero aim assist. If not, remove Aim assist from ALL stickies. I am willing to give the announced healing perk changes a chance, but the entire "Hunger blade" changes may need reverted too. Just need to see if the healing buffs are significant enough. Otherwise, great post.

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            • Edited by JEDIxxNINJA: 2/28/2017 5:18:10 PM
              I agree with much of what was posted, The animation speed to shoulder charge I like but I think they shouldn't be able to turn it either, it should be like blink, when used it should propel you in the direction you are facing, the miss then 90+ degree turn around is irritating. Sunbreaker hammers I do not think should one-shot other roaming supers like sunsinger, stormcaller, bladedancer. I think the hammers need to be more precise and closer to target to kill as well. I do disagree with you on some sniper rifle issues. Snipers are large heavy weapons and should be zoomed and swapped slower than primaries, but I do think the nerf to snapshot, quick draw perks and the like should revert back the way they were. Sniper damage I think is fine, maybe slightly less damage to body shots would be ok. I also think lowest impact snipers should hold more ammo in the magazine, there is really no point to using these the way they are. Well thats my 2 cents.

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            • Edited by Marcheziora: 2/28/2017 6:42:21 PM
              Compared to your 1st post which I quite liked, this one sucks, especially your suggestions for Specials. 👎

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              • Hi, totally with you on the changes. Although you did leave out two things which I would love to see changed. Firstly I believe that ArcBolt grenades should stay at 98 Damage but have their tag radius changed to that of a pre-patched firebolt. I also believe that blink should either keep all changes to it (recovery, hud) but be reverted to year one distance, equip speed etc.

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              • Every thing you said is good except the shoulder charge buff. But i hope cozmo reply to this post but he probably will not : (

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                • Other than archetype balance for shotguns being a mess I don't agree with much here for them. First to tackle the "misconception." Everyone knows no skill doesn't mean that literally. It just means less skill. Movement and map awareness are the easiest skills to master in this game. When you have to manage more than a ohk weapon that skill is comparable but with shotguns it just basic thumbskill at that point. A baseline Fps skill. The nerfs to shotguns were specifically because of the flyby shotgunners and rushers. You'd be advocating a return to that which combined with your stance of full availability of special well then we are right back where I posted in your other primary topic. Shotgun lemmings with little fear of death constantly forcing me into a defensive position. That your example is a shotgun against a shotgun is especially frustrating because it kinda reveals your stance a bit more in my opinion. I HATE the shotgun rush counterplay. It limits the engagements of everything else in this game. I'm using matador now and it works great. Like I said the archetypes are a mess but I do not want the return of flyby shotguns the reason many of us screamed nerf to begin with. Snipers again while I recognize the limits of map design lack of flinch is the single most frustrating thing for snipers. And I'm particularly offended you would throw low impact under the bus the exact problem we have with pulses and shotguns that have messed up the entire game balance. Archetype imbalance. So I particularly am against this change as well. Low impact isn't sluggish at all. The higher impact should be and none should be forgiving with flinch. But regardless that you offer up an archetype for sacrifice has me throw out this change idea completely. Want to use a sniper don't get shot. They shouldn't be able to lock down lanes by themselves because they don't flinch again doing the same thing I had a problem with shotguns as well. Being forced to be constantly on the defensive because of constant ohks with limited counterplay before it becomes avoid most engagements. No land and queenbreakers bow also allow for more of a cqc sniping style. Not every sniper needs to be like this that's the point of exotics is to break out of legendary weapon roles somewhat. Sidearms I agree with bungies proposed nerf. They can have some ammo but shouldn't be exempt from so much. Fusions. My vacancy feels more powerful than ever without shotguns around every single corner. Have to come back for the rest later

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                • snipers are already the best possible PVE special, doing that much precision damage could be broken. bosses would be killed WAY faster aswell as pretty much any yellow bar enemy. heck with that much DPS you could one one phase HM vosik and even beat dark drinker and the cannons in terms of DPS on aksis

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                  • But what about Dreg's Promise?😢

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                  • Edited by JABzzz86: 2/28/2017 3:40:30 PM
                    the only thing they need to do is bring back special ammo economy to prenerf. it was fun the first couple of days but crucible has become toxic. all camper and not a single weapon can challenge handcanons. at least prenerf there where 2 primary meta weapon clever and hand canons, now all weapons became unusable except for hand canons as seen in last weeks trials.

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