Dear Jon Weisnewski
Firstly, thank you for appearing on the crucible radio/planet destiny podcast, it's a great way for you to get your side of the story out to the community. I hope to hear you back often :)
Finally, i don't know if you'll read this, but here are my ideas for weapon balancing
GENERAL:
Remove non-choices
if there is ever a crutch perk that EVERYONE has to use, please get rid of it or roll it into the weapon's base performance. Like you did with shot package, well done btw.
SHOTGUNS:
1) remove any pellet spread or range boosting perks besides ballistic choices
2) give each shotgun an equal amount of pellet accuracy when they are aimed
3) give every shotgun the EXACT same range. (Damage falloff)
Rate of fire, impact, stability, reload speed & ammo capacity are plenty of differences between shotgun performance.
HAND CANNONS:
Do unto hand cannons as thou has done unto auto rifles, make them accurate again but limit their effective damage range to the desired engagement range.
Should hand cannons compete with scout rifles? No, but i should be able to peg them while i get into cover, even if I'm only doing 20 damage.
That is all
Everything else is perfect, well done sir, anything i say after this are just tiny things i thought about mentioning
Like how the ambush scope is slightly off center, and how i feel like im taking crazy pills because nobody else sees it...put clear tape on the crosshair of any other sniper scope, trace it, then switch to ambush
Tlaloc takes up way too much real estate on my screen
1000 yard stare style snipers should be able to headshot a sunbreaker
OR
Sunbreakers should not be able to one shot other full health supers with a hammer
Vendors could update their stock with new perks every week
2 round burst pulse rifles should be a thing
Bowties are cool
-
Either what he means with a two shot burst pulse is that each time the trigger is pulled it will fire two bullets, or that is kills in 2 bursts (messenger, spare change, Hopscotch Pilgrim)