JavaScript is required to use Bungie.net

Destiny

Discuss all things Destiny.
Edited by Mr Legacy: 8/29/2015 2:48:52 AM
98

Nerf Red Death Petition

Nerf

119

Leave It

1319

I don't care

184

stfu crybaby newb

955

Disclaimer: I own Red Death and I'm not some scrub who asks for everything to be nerfed but I feel a legitimate need for Red Death to be nerfed no hate please I'm asking for legitimate opinions Edit: WHO BUMPED THIS AND WHY IF I COULD DELETE I WOULD THIS IS FROM LIKE 3 MONTHS AGO I AGREE IT DOESN'T NEED TO BE NERFED STOP BITCHING Edit2: what have you done necrobumper.... may god have mercy on my soul, and may all the idiots learn to read Edit 3: seriously guys red death is fine, quit bitching at me

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • Edited by Squall Knight: 6/28/2015 3:55:33 PM
    [u]Assault rifle adjustment[/u] -Restore damage (post patch 1.0.2.2) -Slightly reduce accuracy (Bullet spread) -Reduce range Assault rifles need to maintain higher damage output at closer distances. Range and accuracy should be the biggest variables in what affects an assualt rifle's damage the most. Instead of reducing damage decrease range and accuracy, this gives a known solid comfort zone to players who use and are up against assualt rifles. I also suggest changing Assault rifle recoil, making it slightly decrease overtime naturally(to a point) while shooting and aiming down the sights. [u]Shotgun balancing[/u] -Increase Shotgun spread A suggestion similiar to fusion rifles, this makes it more difficult to kill moving targets without being close enough. It makes shotgun users play more in their gun's strengths. Stats such as stability will become a bigger factor in realigning and landing shots for the kill. This makes timing and positioning more essential in many more situations. [spoiler]Blinking while using a shotgun will require better positioning when landing shots from above, the higher they are the less likely they are to get the immediate kill because of the higher spread. Helps balance perks like shot package more naturally[/url][/spoiler] Fusion rifles benefit from this allowing them more space/comfort in the field to successfully get kills. This could also benefit shotgun users allowing them to spread damage effectively amongst several targets, preventing shots from being totally missed. [u]Pulse rifles balancing[/u] -Reduce Initial accuracy Solidifies pulse rifles for being best at mid range. Initial bursts' become less accurate in encounters.[spoiler][/spoiler] [u]The Last Word and the Thorn adjustment[/u] [u]The Last word[/u]: -Reduce the range -Reduce hipfire window (optional) Firing it's first shots after aiming treats the bullets fired as hipfire shots. This is a strength of the hand cannon making it more consistent close up. However too much range is given to this gun allowing it to abuse that strength from further outside it's most effective areas(mid-close). A slight range decrease so impact is reduced more immediately from outside of its strength zones is necessary. [u]The Thorn[/u]: -Reduce bullets in the chamber from 9 to 7 -Reduce the range -Change DoT from 7x5 to 9x4 (optional) This weapon supports a cqc to mid play style, it is a three shot kill, has a faster reload speed after the update, and a higher fire rate with the possibility of a two shot kill. Minusing two bullets from the handcannon's chamber reduces the damage output overtime by making the player reload more often, forcing them to land shots more skillfully. With this the [i]final round[/i] perk would be more effective. Reducing the range will make players choose between [i]Send it[/i]- accurately and carefully placing shots to kill effectively because of the lower stability, or [i]Perfect Balance[/i]- allowing them to hammer away shots landing criticals more consistently in one place but at the cost of being less effective farther away due to lack of range. Otherwise [i]Snapshot[/i] would be used for players that are more on the move. Changing the DoT from 7dmg over 5 seconds to 9dmg over 4 seconds will reduce the amount of time it takes a Guardian(s) shield to recover. [u]No land beyond buff[/u] [u]General Changes [/u] -Make Glint Transparent -Reduce the sway (increase accuracy) -Reduce ADS zoom by 10-15% -Reduce range for more impact -Decrease the bullet chambering time -Armor piercing rounds that stagger [u]Upgrade/Perk Changes[/u] -Replace mulligan with Unflinching -"The Master" perk instead increases damage after [i]every[/i] shot landed for 3 seconds, on the next shot fired. This will stack up to twice. Meaning landing two shots in a row will increase the damage of your third shot making it the most deadly. -Add zoom while crouching to "The Master" perk. [spoiler] Body shots with the NLB in crucible should start at 171(accurized ballistics). Shots landed increase the damage from 171 to 198, then to 230 via " The Master" perk. This becomes helpful while taking down vehicles. It also makes for a more viable weapon in pve further increasing it's damage for every shot landed.[/spoiler] [u]The Necrocasm buff[/u] - Increase clip size from 42 up to 60 -Make curse thrall explosion consistent -Slight stability boost -(General) Auto rifle adjustment [u]Dragon's Breath Buff[/u] -Add Tracking -Add burn damage to solar flares [u]Super Good Advice buff[/u] -Increase stability -High Caliber rounds This weapon's stability was increased during a previous patch, but it still remains too inconsistent to be deemed an exotic. All Other heavy machine guns beat this gun in 3 to 4 stat categories as well. An because of the upgrade paths no build aside from a stability build works for this weapon, this is due to the amount of recoil produced by the fire rate. [u]Word of Crota buff[/u] -2 critical shots chamber 1 bullet -Adjust the sights, aiming is somewhat crooked. [i][b]Grenade Adjustments[/b][/i] [u][i]Tripmine Grenade[/i][/u] -Slightly reduce cone radius [u][i]Flux Grenade[/i][/u] -Increased explosion radius when stuck -Decreased radius when not stuck [i][u]Skip Grenade[/u][/i] -Increase stagger effect [i][u]Lightning Grenade[/u][/i] -Slightly reduce lightning height when thrown on wall [u][i]Spike Grenade[/i][/u] -Increased width spread when thrown on the ground [u][i]Shatter Grenade[/i][/u] -Increase stagger effect [u][i]Fusion Grenade[/i][/u] -Decrease explosion radius when stuck -Increased radius when not stuck The main task of adjusting the grenades is to better give them defining qualities that are very signature amongst the subclass and all classes in general while rounding off the grenades that get kills too easily. This gives certain grenades better ways to answer situations and increasing there usability. [i]Remember,[/i] each weapon has several upgrades to suite the weapon to different play styles and better accommodate any weaknesses. None of the weapons I'm speaking on are suggested to be nerfed in a way that hurts it's essential performance. The gameplay they promote will be some what altered, but the performance as far as play styles and how they are depicted do not change. [u][u][b]I'm editing this article on a daily basis, based on feedback and personal play testing.[/b][/u][/u] Thanks for reading. If you want another good read about suggestions please Check out this Destiny article on improving the Grind and Depth of the game, thanks. https://www.bungie.net/en/Forum/Post/123900905/0/0

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    13 Replies
    You are not allowed to view this content.
    ;
    preload icon
    preload icon
    preload icon