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#feedback

Edited by Soupreem: 8/2/2016 3:47:16 PM
117

Let's NOT destroy Grasp next patch.

Proposal stuff for next balancing patch, we know the drill, try to get JW to see it. [b][i][u]Autos:[/u][/i][/b] 4% damage buff to the DoP archetype? (The nerf was 8%). Increased damage on low impact archetypes (again). [b][i][u]Pulses:[/u][/i][/b] Do [b][i]nothing[/i][/b] to the Grasp and similar options. Increased damage on medium and high impact pulse rifles. [b][i][u]Scouts:[/u][/i][/b] Nothing [b][i][u]Hand Cannons:[/u][/i][/b] Undo nerf to damage falloff (the nerf from 2.3). [b][i][u]All Primaries:[/u][/i][/b] Increased damage for a time to kill around .90 seconds with head shots, scouts should be around .95 seconds but have lass falloff. [b][i][u]Shotguns:[/u][/i][/b] Increased range from that of a water pistol to that of a Super Soaker. New pellet count for all shotgun shots (minus special shotguns like Lord of Wolves and The Chaperone) Variable-8 pellets. Does not affect total damage, does increase consistency within the shotgun class. Massively increased PvE damage. [b][i][u]Fusions:[/u][/i][/b] Increased PvE damage. [b][i][u]Snipers:[/u][/i][/b] Nothing. [b][i][u]Sidearms:[/u][/i][/b] Reduced recoil across the board. [b][i][u]PvP heavy ammo pickups for LMG's[/u][/i][/b] All machine guns now receive the same amount of ammo depending on archetype. [b][i][u]PvE only changes:[/u][/i][/b] Un-nerf the revives and ammo capacity for PvE. [b][i][u]Exotics (functional changes):[/u][/i][/b] Last Word: make hip firing be worthwhile. Plan C: now notifies you when the insta-charge is ready. Twilight Garrison: the nerf should be undone. [b][i][u]Exotics (cosmetic):[/u][/i][/b] No Time to Explain (and by extension The Stranger's Rifle): drastically reduced muzzle flash. I'll edit this as I get to more things.
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#feedback

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  • I think we should nerf everything. Fast time-to-kills mean that players that aren't as accurate can still get kills. Everything should do less damage in pvp so it's truly a game of skill.

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