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Destiny

Discuss all things Destiny.
Edited by Squall Knight: 12/1/2015 5:19:23 PM
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What do you like and dislike in patch 2.0?

This patch touched on alot of things that needed to be answered. It has done well to seperate the roles of each weapon class. Overall the correct things were hit. My biggest challenge was the curve in learning to handle a hand cannon again. Auto rifles are much more usable now. I do feel pulse rifles were left most versatile and effective. Other then that everything was nearing perfect. (Edited every each update) Suggestions: [u]Sniper rifles[/u] -Reduce aim assist/Target acquisition (Back to year 1 numbers) [spoiler]With only scout rifles and other sniper rifles to counter each other effectively at longer ranges, sniper rifles should be more skill based.[/spoiler] [u]In General[/u] [b]Remove [i]range finder[/i] from weapons.[/b] [b]Remove [i]hidden hand[/i][/b] There should be no consistent stat boost within an upgrade path that allows weapons to gain advantage without a legit reprocution. It ruins weapon individuality as everyone wants to push their weapon's stats further in a more linear direction. Change perks that only happen on revive to something more versatile. [spoiler]I recommend this perk [u]only[/u] for exotics weapons and raid gear with set perks.[/spoiler] [u]Swords[/u] -Decrease blocking frames -Increase armor during exotic super attack -Increase lounge distance [b]Reduce ammo capacity.[/b] Exotics that need to be looked at: -Give Dragon's Breath proximity and add burn to solar flares. -Add high caliber rounds to SGA, increase stability, rework first upgrade column. List anything you liked or disliked about the patch. If you would like to read about balancing classes a bit more check out this small article on class balancing. https://www.bungie.net/en/Forum/Post/156617833/0/0 Thank you.

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  • Hard scoping idiots everywhere.

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    • If you lower the aim assist in snipers please also reduce the flinching caused by being shot. I think it's a fair trade.

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    • good stuff except leave pulse rifles alone. you know what damage dropoff means, they will be shit. boost autos and delete HC's

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      • Increase the damage of autos, or damage drop-off should be less severe

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      • Edited by WhiteFu: 11/4/2015 7:12:36 PM
        I don't really disagree with any of the changes you have proposed. 2.0 definitely attempted to push weapons into different roles and these changes would further solidify that. My only concern is that they'll go overboard again and trash another weapon class. Other than that I'm glad you hit on aim assistance. Not sure why they continue to increase it on weapons that traditionally require more skill but at least year one was tolerable. Overall very well thought out

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        • I didn't disagree that much with anything in the patch. Now I can see why they nerfed black hammer and Ghorn. Every boss isn't a bullet sponge

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          • Edited by Durn Kurn: 10/29/2015 7:33:49 AM
            To my surprise i agreed with most of this. The thing i had the most guff with was the hc change. The accuracy is fine. Decreasing stability will just slow down the rhythm of fire. Hc's are the easiest primary to use so they should have less application. Keep the bullet magnetism low and keep them effective only in short to medium range

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            • Interesting

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            • Swords are OP? You must Be kidding

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              • While I don't want to be that guy for wanting to Nerf pulses, what else can we really do? They have a tad bit too much range.

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                • Hand cannons need to be buffed, higher than they where before 2.0. Think, when did you get killed by an up the ante? Or a word of crota? Or even a -blam!-ing hawkmoon?

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                • I just say pulses should have a slightly longer bursts delay.

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                  • Edited by Dahnjo: 10/21/2015 10:32:20 PM
                    [quote] Suggestions: [u]Handcannons[/u] [b]Increase to accuracy, decrease to stability.[/b] These are weapons based on accuracy. Making shots harder to hit, and more damage drop off, while having less bullets to kill the target is redundant. Decreasing the stability will narrow the skill gap in a way good players can deal with. [spoiler]A boost to the last words stability to accommodate. It generally needs more stability either way.[/spoiler] [u]Auto rifles[/u] [b]Restore stability and decrease accuracy. [/b] Auto rifles should be consistent in close quarters. Over further distances the weapon type should naturally become much less accurate, while shots become harder to hit. [i]Control and consistency are the biggest factors.[/i] You should win encounters from further away by the lethality of hitting criticals, making it easier to take down targets. Closer up it becomes about the shear spray down. Burst firing, with enough stability, can become a useful tool when using auto rifles across longer distances. Firing this way should also be a solid way to combat. [spoiler]Auto rifles are in an interesting place. The ones that do the best have medium to high fire rates with good stability. Their shots hit the most consistently, including in ranges just outside of medium range. Higher impact auto rifles very difficult to use with their lack of stability. The focus should be lethal in close ranges, consistent at medium ranges, then inaccurate any further.[/spoiler] [u]Pulse rifles[/u] [b]Move damage dropoff closer to players to solidify weapon role.[/b] This will stop players from being pinched off from farther distances then they should be. It will [i]pull combat in closer[/i], allowing auto rifles and handcannons to better fufill their roles. This leaves scout rifles thier own playing field, and increases secondary weapon usability with weapons such as fusion rifles and side arms. [/quote] Everything you said was spot on. I hope they are reading this. I especially am frustrated by the status of handcannons right now.

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                    • Very nice thoughts on everything. So Scouts are good in your opinion?

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                      • I find it a little strange that hand cannons have such terrible hip-aim accuracy. I think scout rifles have a much tighter hip aim and i can't really follow the logic behind that. i understand the ads accuracy being reduced (a little too much though) but i just thought that hipfire accuracy should be where it's at for handcannons

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                        • Edited by Dingus Khan: 10/21/2015 10:58:08 PM
                          Hand cannons are trash now, yes, but I don't think buffing The Last Word is the solution... they need to buff like every hand cannon back to being useable EXCEPT the last word, hawkmoon, thorn, etc...

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                          • Edited by Tempest 24: 10/29/2015 5:28:23 AM
                            Xx

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                            • Only 2 things I didn't like about the update. 1. Field scout sucks now 2. They -blam!- flared magwell into the ground, and now it takes 12 years to reload ill will again

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                              • I dislike how pulse rifles were handled. The medium impact ones like the allfate are in a good place, but the high impact ones like the messenger and HP should have had their precision damage nerfed from 38 to 36. My main issue however, is with Red Death. The thing I'm really pissed off about is the stability nerf. It feels like Red Death kicks way too much now, and with its already mildly obstructive iron sights it is now just too unreliable at getting consistent headshots.

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                              • ok with most but really do not like the price change of heavy from Xur.

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                              • Edited by Yoder023: 9/12/2015 12:32:01 AM
                                Don't like magazine changes (hand cannons ok I get it). Nolandroid. He's not bad on most lines, but why'd you guys make him sound like he just hit puberty? Pretty much happy (or content) with most everything else.

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                              • I likes everything about 2.0 except the field scout nerf. I also didn't notice any mag size changes for hand cannons and scout rifles, and only a few extra rounds for pulse rifles.

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