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Destiny

Discuss all things Destiny.
Edited by Squall Knight: 8/16/2016 9:07:02 AM
62

The Final touches of PvP: Buffs and Nerfs please read

I would first like to voice my appreciation for the [i]best diversity[/i] the Crucible has ever seen. A player can now be comfortable choosing any weapon type. A guardian can pick up a weapon, be killed by it, and get kills, but for the most part understand, both how and why. This is the case more now, than it ever has been. I'm speaking on the essentials. With weapon balancing nearing its peak there are several weapons, and weapon archetypes that have either lost, or gained an edge in consistency. These weapons while originally retaining good base stats, were left behind as Destinys' PvP took a different direction in balance. I feel once each weapon archetype is playable PvP will further continue to flourish. As far as the meta, this article [b]WILL NOT[/b] counter any weapons strengths, and or play styles. Instead it will talk more about upgrades/perks around the weapons. Weapon Archetypes needing improvement: Low RoF Auto Rifles Low RoF Pulse Rifles High RoF Fusion Rifles [u]Low RoF Auto Rifles[/u] -Increase critical and base damage [i]Changes:[/i] [u]Example[/u]: Anguish of Drystan -Stability increase across the board -Base damage of 21 to 23. -Critical damage 26 to 28. Kills in 9 body shots instead of 10. Currently; 4 bodyshots, 4 headshots (at proper range) = 188 damage With change; 4 bodyshots, 4 headshots (at proper range) = Kill (204) [spoiler]I like to define this being used best at closer mid ranges. High damage. Consistent. High muzzle climb because of high impact, making it difficult to land shots from further away.[/spoiler] [u]Low RoF Pulse Rifles[/u] -Increase critical and base damage -Decrease base stability (to offset high damage) [i] Changes:[/i] [u]Example[/u]: The Messenger Base damage from 23 to 24. Critical damage 34 to 38. This brings enables a 2 burst kill, when landing 4 out of 6 shots critical on low armor targets. To compensate for high damage and to bring pulse rifle players closer in this weapon archetype will need its base stability reduced. [u]Pulse Rifles[/u] RoF [b]66[/b] Example [i]RedDeath[/i] -Increase base damage 20 to 21 -Increase critical damage 30 to 32 [spoiler]Landing criticals allows you to kill in 1 less burst.[/spoiler] RoF [b]73-77[/b] Example [i]Hawksaw and Grasp of Malok[/i] -Increase damage drop off [u]High RoF Handcannons[/u] RoF [b]32[/b] Example [i]Word of Crota[/i] -Increase base stability [u]High Impact Handcannons[/u] Example [i]Timur's Lash[/i] -Increase base damage 64 to 66 -Increase critical damage 95 to 98 [spoiler]allows guardians to kill low armored targets in 3 shots(at optimal range)[/spoiler] [u]High RoF Fusion Rifles[/u] -Decrease the projectile spread/Increase projectile accuracy [i]Changes[/i]: [u]Example[/u]: Too Far Gone Fusion rifles of this charge speed seem to be very inconsistent. The projectile spread itself is off, even when properly leading a target. While this may seem a trivial matter, it makes the weapon useless unless a players stands completely still. Even when I'm sure the shots have landed the damage does not register. After fixing this it would be a much better idea to alter the Range and Stability of Fusion rifles and all of its archetypes in order to make the weapon more area specific(mid-close range ect.). rather then the spread, as how it works becomes. Keep in mind everything below this is strictly opinion, and I understand whoever may disagree with it. However please discuss what you think in a manner we can all build on. Weapons of the current Meta: The Last word Mida-Multitool Hawksaw (archetype pulse rifles) Universal remote Sniper rifles [u] Mida-Multitool[/u] One of the most used weapons, due to its high fire rate, as well as its consistency in landing shots. I attribute its consistently to the weapons high aim assist, of 90. This is the highest amount of aim assist of any scout rifle, in any archetype at all. [i]Suggestions[/i]: -Reduce the aim assist to be more in-line with scout rifles of the same archetype. -[i]Add an effect[/i] that highlights targeted enemies in sight, while aiming down sights. [spoiler]The second suggestion is to help players to quickly locate/focus on their target.[/spoiler] [u]Universal Remote[/u]: An exotic shotgun that holds the position of a primary slot. This weapon boast good range with a solid 1-shot capability. This makes it one of the best primary weapons in the game. The rush down game is what makes most people question its balance. [i]Suggestions[/i]: -Increase weapon ready time [spoiler]This weapon is physically, one of the largest primary weapons in the game. This will push its play style back, forcing players to slow down, and read the situation more before shooting. This will incorporate a heavier feel to the weapon, that can be be felt and understood. It will slow down the rush downs and give other players more time to react.[/spoiler] [u]Sniper rifles[/u]: This is an interestingly abused weapon. In closer situations it is used to quickly tag a player, then switched into something else to get the kill. This play style takes away from primary weapon gun fights. I have more understanding for a player who was waiting for a kill the whole time, rather than someone one switched to a sniper last second and gets the kill. [i]Suggestions[/i]: -Introduce Sniper flinch [spoiler]Making it more difficult for a guardian using a sniper rifle to combat most primaries at closer distances.[/spoiler] [u]The Last word[/u]: This weapon is undeniably one of the best weapons in the game. It has an explosive kill time, making short work of most at close and mid ranges. [i]Suggestions[/i]: -Decrease base stability [spoiler]Reducing the base stability in this weapons gives less room for error for the player using the weapon[/spoiler] Below are the list of Perk/Upgrades I feel Bungie should look at, as well as my suggestions for them. Upgrades/perks: [i]Counter balance, Hidden hand and Rangefinder[/i] -Make these upgrades exclusive rolls (To weapon types that have an amount corresponding to the stat they boost, that is below average.) This will align the meta in a direction that favors unfavorable weapons. Making upgrade rolls unique to specific weapon/archetypes can be effective, both by preventing redundant perks, and disabling certain weapon builds from breaking the PvP of the game. [i]Please feel free to comment below. Give feedback on how you agree and disagree. Please do your best to speak in a respectful manner. If you do disagree give full reasons as to what you disagree with and why. I will have more post coming soon.[/i][b][b][/b][/b] Grenades https://www.bungie.net/en/Forum/Post/210211933/0/0 Class change suggestions https://www.bungie.net/en/Forum/Post/210281619/0/0

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  • Delete this post immediately. You are only proposing "ideas" that affect you, and you only. If you took every play styles and every weapon type and problem, then evaluated them, taking into account other player's opinions, then you would want to reread your biased, stupid post. And remove the Cozmo tag. It doesn't help. [spoiler] Ever thought of commiting seppuku?[/spoiler]

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