Continued from [url=https://www.bungie.net/en/Forum/Post/140667404]part 1: the base AR changes.[/url]
[b]the Exotic ARs[/b]
[b]Hard Light[/b]
You love Hard Light, and you really, really want us to love it too, so you're making it better. If you want a weapon to win over our hearts and our bullets, that's the right way to go about doing it: buff it so it's competitive with our favorites. If you try to nerf the other weapons down to its level, you're just going to leave us dissatisfied with all our weapons. With the incoming damage buffs all the High RoF ARs should be more competitive in both pvp and pve, but it might still require some tweaking to feel satisfying and effective. While I personally like Hard Light, I understand why most find it underwhelming.
Changes
* Increase base Stability to 80 (was 65) -- if you can learn to manage the recoil, Hard Light is a headshot machine. Combined with the incoming AR stability nerf, it's about to become a headshot beast. This sounds like a great buff for the high RoF Hard Light.
* Increase bounce count for Hard Light projectiles -- more bounces = more chances to get use out of Hard Lights signature perk. I can't wait to walk into a room, unleash the Light and laugh as I unleash ricocheting death. Plus, there's the amusement factor of having a portable rave machine.
* Hard Light projectiles are not affected by Damage Falloff -- Here's where Hard Light is really going to get its teeth. Armor piercing + skip rounds on crack + no damage falloff will turn HL into an absolute monster. Now, if only Glass Half Full could get a minor buff so it wasn't so useless...
Bungie, Hard Light is never going to see the same widespread usage as Suros. And that's ok. People will have favorites, and the more subtle exotics are never going to be as popular as the obviously powerful ones. You need to accept that, because if you keep trying to nerf things so that every weapon is equally special, then none of them will feel special. Right here, though, I'm smelling another case of Bad Juju. Bad Juju has never been used as much as Red Death, and probably never will, but those of us who take the time to master it know what's up, and it's a very rewarding gun. A gun doesn't have to be the prom queen to be a well designed gun. And it looks like Hard Light is about to be a very well designed and rewarding gun.
[b]Necrochasm[/b]
Thank you for admitting the Necro is a total joke and let down, and thank you even more for finally doing something about it. You mention that its base archetype was nerfed right as you released it, like it was some big surprise to you that this would make the gun beyond worthless. Here's the thing: you're the developer. If you're surprised by the results of your tweaks (which is seemingly most of the time) it just makes you look incompetent. But hey, at least you're constantly trying to fix your mess.
Changes:
* Increase base Stability to 60 (was 40) -- having played with Hard Light, this sounds like it'll put Necro in a good place where it'll reward those who learn to control its recoil.
* Increase magazine size -- given its pitiful impact, this is a must. I'd say 60, at the absolute minimum.
* Cursebringer perk will always trigger on a precision kill -- the only other way to make Cursebringer more than a second rate firefly would be to give a chance to trigger on any kill. I'm glad you chose this change: it makes for a more rewarding gun.
* Cursebringer explosion has increased radius and deals more damage -- now I can see myself actually wanting to play with this gun. Now its signature perk will be more than a glorified firefly
It sounds like Necro is going to be in a very good place, and finally worthy of the name exotic and all the effort it takes to actually acquire. Necro looks like a gun that will really reward those who learn to control its recoil and will favor a high risk/high reward strategy. My only concern is that it might still need an impact buff.
[b]Monte Carlo[/b]
Seeing as how you don't mention any specific changes, and I'm an Xbox guardian (more on that later), I'm just going to be making an educated guess here. I'm really looking forward to trying out Monte Carlo because of how it rewards a specialized build. Seeing as how its high RoF with relatively decent range and stability, it looks like the AR changes will put it in a good place. There will still be the question of damage, but then again, you can always melee what it doesn't finish off. This looks like a very specialized, yet well designed, weapon.
[b]Suros Regime[/b]
Ah, now we get to the 300 ton elephant in the room. Suros. Back in the day, all those people who currently rely on cheap kills from Thorn, TLW, and Felwinter and its ilk, used to rely on Suros. Then it got nerfed. Then it got nerfed again, and the entire class got nerfed again. Know what happened? All those cheap guardians just found new weapons to be cheap with. So, now that you're nerfing Thorn, TLW, Hawkmoon, Red Death, and Felwinter-types, while buffing ARs, what do you think will happen? I know what I think will happen: Suros banner. But hey, hopefully I'm wrong and everything will be reasonably balanced and Banner and ToO will have diverse loadouts. Now, do I think Suros is a poorly designed weapon? Not at all. It looks awesome, it feels awesome, it sounds awesome, and its perks are awesome. You should strive to make every exotic as good as Suros, instead of nerfing those few guns that reach its heights so the other guns can feel better about themselves. As long as there are other competitive primaries, I've got no problem with the return of Suros.
Continued in [url=https://www.bungie.net/en/Forum/Post/140689734]Part 3: pulse rifles[/url]
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I don't think it’s sensible calling guardians who use Thorn, TLW, Hawkmoon, and/or Felwinter's Lie in the current incarnation of crucible/IB "cheap". What they are is sensible. Yes, you can still get decent numbers of kills with a variety of other weapons, but the fact is that those weapons are better. Measurably so. That’s why people are using them. IB and ToO in particular will always tend to gravitate towards whatever weapons work best in those environments, and I think there’s very little Bungie can do to address in terms of weapon balance per se. Perhaps the real fix is to put modifiers on IB and ToO matches, so that the best weapon changes from game to game.
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Red Death isn't getting nerfed.
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[quote]If you want a weapon to win over our hearts and our bullets, that's the right way to go about doing it: buff it so it's competitive with our favorites. If you try to nerf the other weapons down to its level, you're just going to leave us dissatisfied with all our weapons.[/quote] Someone get this poster a Monte Carlo.
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finally a respectable, smart list of suggestions
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Dude you would actually thing this dude is smart by how long this is but he isn't its just a bunch of waaaaaaaaah waaaaaaaah
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Edited by Ninjaslash52: 7/22/2015 4:05:01 AMWith the buffs being added to the AR's even if the other weapons weren't nerfed it would still wreck but seems the only primary that will be used now is AR's sad I upgraded my handcannons for nothing
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All of this is so accurate. I loved suros and using it in pve and hope it can at least make a return there.
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I'm enjoying all of this.