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Destiny 2

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Edited by Wes: 10/4/2019 11:27:39 AM
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Wes
Wes

Hand cannons were nerfed too hard.

The hand cannon nerf was way too hard. Even with Memento Mori active, Ace has VERY steep damage dropoff starting at like 28 meters (down from 33 or so). Honestly not that bige of an issue in terms of the base range. But then there's the steep degree of damage falloff after that point. After just a few meters, your damage is halved. Some snipers are used at that range. Low impact low range pulses are used in that range. Chaperone (with the perk) can kill at 19 meters. For Ace of Spades with Memento Mori active to only do 40 damage per crit just past that 28 meters, tripling your TTK, is ridiculous. At least make the dropoff more gradual. Also, with MM active, the gun experiences additional dropoff earlier (25 meters instead of 28), meaning past that 28 meters, MM does actually nothing in terms of bonus damage. The bonus damage drops off entirely. It wouldn't be that bad, but now the everyone and their mother is using a scout rifle, gameplay has already slowed down in quickplay close to Y1 levels. I for one can't stand slow game modes or slow gameplay and I play terribly during it because I can't stand just sitting in a lane all day. I know it's only been a couple days, but I don't see that changing any time soon. I'd like there to be a happy medium between pre nerf hand cannons and post nerf. Or at the very least a more linear function representing damage falloff for hand cannons. Also, treat exotics on a case-by-case basis instesd of lumping them with blanket nerfs. Right now it's far too much and Cayde would be disappointed. Edit: Updated to include range values for Ace.

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  • Edited by DuBChiri2: 10/4/2019 1:54:59 AM
    I think handcannons should not have range that can exceed 27 meters in most cases. Crimson, max range austringer with range finder, 110s, those can hit around 27 meters but everything else should be less than 25. 150s should have around a 22 to 24 range. 140s should have a 24 to 27 range. 180s should have a 23 to 25 range (this is only because of their crappy ttk). 110s should have 26-29 meters of range. The reason I think this way is because they have been suppressing auto rifles. It's already common that handcannons are better at pretty much everything else, but in no shape or form should a pistol in normal circumstances hit at the same range as a rifle. I have a hazard of the cast with full bore and a range masterwork and it's fall off starts at 31 meters, pretty good right? Most 450s can only hit at around 27 unless you only focus on the range stat. Ace of spades ACTUALLY hits at 28 meters, to which then fall off applies. The 20-25 meters you stated is incorrect meaning ace only really lost about 2-2.5 if my estimate of its previous range is correct. You can test this yourself using darci and the tribute hall. My spare rations with hammer forged, ricochet, range finder, and range masterwork hits at 29 meters. That's only 2 meters less than a near max range auto rifle but it's down from 36 meters due to both ricochet and the range nerf happening, which is really only a total of around 3 meters lost due to a natural nerf.

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