This update is a long way overdue, the multiplayer is still very playable, but unless you're good, the weapon choices are pretty one-sided if you want to do well. The select few dominate the majority of options so many fights are often between the same few guns and take the same results.
I'm just curious to see how people believe the updates will impact both pvp and pve and the opinions as to why. Personally, I'm looking forward to the update.
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Edited by Wolf_Odinson: 7/23/2015 12:59:42 PMLet me begin by saying that I play almost exclusively on the PvE side of Destiny (+/- 97% of total in-game time, and 100% of the time since completing the exotic bounties I wanted); bearing that in mind, when I say I love using shotguns - in this or any shooter - it is [b][u]not[/u][/b] based on being able to get "cheap" or "easy" kills in multiplayer. That having been said, I'm generally okay with the update, but there are some things in the shotgun portion that nag at me. To wit: ([u]DISCLAIMER[/u]: What follows has been, in whole or in part, copy/pasted directly from the update and any italicized entries are my own) SHOTGUNS The Shotgun changes in 1.1.1 hit Range pretty hard. The PVE boost ([i]damage only[/i]) to Shotguns in 1.1.1 was significant, and since then we’ve seen groups of Guardians gang up with their boom sticks and trivially roll through some pretty tough PVE encounters. The reward of gut blasting a hulking enemy is super sweet, but that close-quarters action could benefit from a slight reduction in outgoing damage. Goals: Shotgun is most effective at very close range ([i]1: every weapon, including a butter knife, is "most effective" at [u]very[/u] close range[/i]) ([i]2: shotguns are also very effective out to 30 [b][u]feet[/u][/b], not just "panic melee" range[/i]) Offensively closing on an enemy with a Shotgun is a risk/reward timing game Curb Shotgun effectiveness in PVE slightly to reintroduce some risk when closing on a powerful enemy ([i]Maybe we aren't playing the same game Bungie, because in the one I'm playing, those "powerful enemies" [b][u]and[/u][/b] their minions/cohorts aren't just standing there like ornamental statuary; rather, they're doing their damndest to kill me with the weaponry they have. So forgive me if I truly believe I've satisfied the "risk" portion of your quotient just by staying alive long enough to get within [post 1.1.1 nerf] shotgun range[/i]) Changes: Shotgun perks that enhance lethality at range should be less effective when combined with a high initial Range stat: ([i]Post 1.1.1; other than the aforementioned Felwinters Lie, exactly which shotgun[s] has/have this 'high initial Range stat' you're talking about?[/i]) Reduce damage against AI combatants by 10% ([i]10% may not be huge; may not even bring them down to Pre 1.1.1 boost levels, but considering everything else, it's enough to make one wonder [sometimes facetiously and [u]sometimes[/u] seriously], "Bungie, if you don't like shotguns, why put them in the game?"[/i]) Just one gamer's opinion.