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#feedback

Edited by XGC NEXT 1: 10/18/2017 6:12:16 AM
12

Bungie please do NOT nerf weapons

Dear Bungie, I know in the past we have not seen eye to eye on things, and for that I am sorry because it was out of frustration for what I thought at the time was a bad move in a bad direction. I feel that things are nailed well this time around, if not all, on the front of weapon balancing. Some will hate me for this, but o well. Scouts are not overpowered, they are ment for long range, like snipers, but less flinch. Pulses are just under Scouts in power and range, as they should be, with a controlled burst with good range for a rifle in controlled bursts. Auto Rifles are in a limbo and compete with Pulse very well, if not too well. Then Hand Cannons come up well for there intended range from the Auto Rifles with nice risk/reward damage at even some long engagements with a skilled hand. Then Sidearms and SMGs complement in all ark types well in shorter engagements. I am by no means saying things are perfect, but if I had to choose between fixing things with the few problems we have now and possibly creating a bigger issue out of something else, or staying with the current state of players gravitating to easiest over using something not as easy, I would choose the later and accept the challenge to become better than my opponent. IF you want to attempt to fix something, then my suggestions are as follows: 1. Make 360 RPM Pulses a little stronger, making them more relevant as a competetive ark type. Adding +1 or +2 to each bullet should do the trick, high risk/high reward. 2. Make Grenade Launchers a tad more explosive in blast radius of effects when detonated. Again adding +1 or +2 should be enough to get players to see them in a viable option. 3. Big IF, but if you must, make Omelon pulse Sidearms TTK one burst, ONLY ONE BURST, less than it currently is. I have had plenty of times I've lost a gun fight using Last Hope because of missing a burst to flinch or user error. This is simple something I feel does not need priority. Remember if you make everything good, then everything is going to get used. Baby steps are still a step in the right direction. Players also need to realize things like Mida and Last Hope are good because alot of people use them in thier element and ease of access/use, not because they are super overpowered. Thanks again, I will feedback again later.

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  • no they need to nerf autos im so sick of being ourgunned by uriels at scout rifle ranges

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    4 Replies
    • FLINCH needs a nerf. After that, anything could effectively kill. Flinch is so bad it even PUSHES you. Ever been trying to jump or run while being shot and find youself slowed down? How about ending up boxed in a corner when being shot at. It's the overpowered FLINCH.

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      1 Reply
      • Rather make all exotic weapons useful not just unique

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      • LOL buff last hope to a one burst kill? You must be high. That gun is a joke and if you use it you have less than zero skill. A blind monkey with no hands could get kills with the last hope. Last hope magazine size needs to be cut in half and time to kill doubled.

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      • Calling for nerfs is the reason we have the dumbed down weak ass version of destiny buff everything Think about it you're literally saying this gun is way too good it's so good we would like you to make it shittier pretty much most of the content which made destiny so good is gone The game is in desperate need of a reviveand consider this people if you're constantly getting killed and you think it's somehow is your opponents weapon why because you're such an amazing player that the only way they could possibly be killing you is with some super powered weapon-get over yourself

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      • No kidding, Bungie, you need to not nerf a damn thing, just buff other weapons, mmkay.

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      • Just use Uriel's Gift or MIDA, using anything else would ruin the joy of Crucible.

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      • So, balance is kind of what I do, both as a player and in my job. I'm going to respond to your points, and then I'm going to give my personal opinion on the State of the Guns, so to speak. Nothing is meant as an insult, just observations and conversation points. If there is criticism, please understand it's given from a constructive viewpoint, not a salty one. that said: 1. The 360 rpm pulses need help? From my wanderings in the TTK charts, they are actually faster and more viable than something like the Nergal or Nightshade by 0.07 seconds. I think the bigger issue is that with the flinch values we're seeing, the chance of one of your bullets getting thrown off target, combined with the speed of the pulse duration, makes them easier to put off of the ideal TTK, which makes them feel less viable. Hopefully that makes sense; it was a little twisty. 2. Grenade launchers in general need a lot of help, possibly a rework. Play of the Game is an outstanding launcher, if a little demanding to use well. The other ones...why would anyone want to use them? Some don't kill on impact. Some don't have any proximity, so it's bean or bust. In general, they are a higher-skilled option than a rocket, with more ammo, more utility, and more fun factor, but they require so much ability to use well that most people will shelve them. This needs to be addressed. 3. As an avid user of the Last Hope, and a lover of the gun, I'm am going to firmly state that it needs to be left where it is. It is basically tied with the Antiope for the fastest nature TTK in the game. If you're getting outgunned with it, the other person simply played it better or got the drop on you; it happens to all of us. If flinch is messing you up, here's a little secret: stop aiming down sights with these weapons by default. I am totally serious; it reduces your handling, increases your flinch, makes your sight smaller, and does not improve your accuracy at all. Especially in PvE, I never ever ADS unless I have no choice, and this thing is deadly and fast out to about 30-35 meters. Just put the sight on the upper chest / neck area, and you'll win. Ok, with those out of the way, here's the really big issue we have. hand cannons have the slowest TTK in the game, the highest skill ceiling, and only work into the middle of mid-range with any meaningful accuracy or damage. In the shorter ranges, side arms are faster, more effective, and do more damage per tick. In the mid range, ARs are faster, more efficient, can have HCR, and do more damage per tick. So functionally, hand cannons have no range in which they are the best choice to use, making them pointless to use. Pulse rifles are effective from near mid to near-scout ranges. In the shorter ranges, ARs are faster, more effective, can have HCR, and don't have their entire TTK tanked by missing a single round. In the longer ranges, scouts are more effective and efficient, can have HCR, and don't have to worry about getting multiple hits per trigger pull to be at max efficiency. Just like the hand cannon, there is no range at which the pulse rifle is the best choice for an engagement, making the vast majority of them a very poor choice to use. Lincoln green / Time-Worn Spire are still stand-outs though. Comparing scouts to ARs, in most engagements, the AR has an advantage, 1 on 1. Missing one scout bullet tanks the TTK, while missing one AR bullet is negligible. in a lot of cases, the AR will outgun the scout in the scout's preferred range, just because of the game mechanics at the moment. i know the intent was to make ARs viable and a solid option, and that has happened. The issue is, name a situation other than far scout range or true CQC where an AR isn't simply the best choice. I can't really think of one, personally. They are rock-solid, generate great flinch, have some of the best TTKs in the game, don't seem to lose a meaningful amount of damage over most ranges, and can hold enough ammo to get 3 kills in a mag. Basically, there is no downside to taking an AR, specifically the 450 rpm, preferably with HCR. But hand cannons are invalid weapon choices. Most pulses are only middling weapon choices. Scouts are decent weapon choices, but only some of the time. An AR is always a good choice. So we have a class of gun that is functionally way too functional, and it's eliminating a lot of other play options. As much as I hate to say it, the AR class needs to be reworked, or it's going to make PvP a cluster for a long time to come. I don't want to see them ruined or made useless, especially after the last 2 years of D1. But if they are not rebalanced, they will make PvP a repetetive, boring, hand-holding mess. Give them benefts to compensate for what they lose, but they either need to be changed, or PvP will never improve.

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      • [quote] Players also need to realize things like Mida and Last Hope are good because alot of people use them in thier element and ease of access/use, not because they are super overpowered. [/quote] ^^^^^^^^ This.

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        • You glorified cannons and pulses pal

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        • Edited by l Xemnas: 10/19/2017 12:32:53 PM
          Auto rifles should not be able to shoot across map with no damage falloff uriels gift really does need to be nerfed in my opinion. Either remove HCR or decrease the range. I am not saying both but I feel regular auto rifles should not have HCR nor should submachine guns as both are full auto. Each bullet would constantly cause your opponent to flinch. I can see why Scouts would have HCR since they are meant for long range not up close encounters So I won't complain about mida. The problem there is just the team shot with mida.

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        • They're not. Instead they're adding a 720 rpm kinetic Auto rifle with HCR

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