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.
English
#feedback
-
3 RepliesI 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.