Cozmo, buddy, I know you can't change any coding, but I ask you, [i]please[/i] forward this to the sandbox team.
(This first section will cover PvP only unless there are range, stability, or other noted changes)
[b][i][u]Auto Rifles:[/u][/i][/b]
Low fire rate: major increase to damage (2-3 less shots to kill) and/or less damage falloff to compensate for a lower rate of fire.
Focused fire: increased damage bonus given by focused fire across all auto rifles.
[b][i][u]Pulse Rifles:[/u][/i][/b]
Low fire rate: major increase to damage (should 2 burst most armor builds, no more than a 7 headshot kill).
[b][i][u]Scout Rifles:[/u][/i][/b]
No changes needed.
[b][i][u]Hand Cannons:[/u][/i][/b]
All: Removed phantom bullets.
[b][i][u]Fusions:[/u][/i][/b]
Dieing no longer despawns projectiles.
[b][i][u]Sidearms:[/u][/i][/b]
Added more visible archetypes.
PvE: increased damage
All: increased stability
[b][i][u]Shotguns:[/u][/i][/b]
All: Undone most/all of the handling of speed nerfs, increased range, slightly increased damage for increased consistency (no more 3 shot kills point blank is what I'm saying)
[b][i][u]Snipers:[/u][/i][/b]
Legendary quality and below: decreased flinch recovery rate.
Low impact (Tao Hua Yuan and lower): increased ammo reserves.
[b][u][i]PvE specific changes:[/i][/u][/b]
-increased revive speed.
-increased ammo reserves
[b][i][u]Weapon Specific Changes:[/u][/i][/b]
Dreg's Promise: increased damage by at least 50%
Thorn: increased DoT damage to compensate for the new artifact that reduces DoT damage.
Universal Remote: now balanced individual to shotguns, does it have the buff to handling that the other shotguns have (good compromise?)
The Chaperone: can now 1 shot headshot at any range that the shotgun can do damage.
Fabian Strategy: rework the Front Lines perk.
[b][i][u](Sub)Classes:[/u][/i][/b]
(Any grenade that is mentioned in one subclass's changes will persist into the other subclass).
[b][i]Gunslinger:[/i][/b]
Tripmine: increased damage to 195, the closer somebody is to the tripmine, the faster it explodes.
Swarm grenade: another damage increase.
Golden Gun: added damage resistance while pulling out the gun (wears off once GG becomes shootable).
[b][i]Bladedancer:[/i][/b]
Arcbolt: Increased damage
Arc Blade: increased lunge distance.
Flux grenade (and by extension every other sticky grenade): Fixed consistency issues for sticking.
Escape Artist: now activates immediately after hitting a link Strike.
[b][i]Striker:[/i][/b]
Fist of Havoc: changed animation to accurately reflect where you'll die to it, fixed consistency issues with regards to when you'll hit somebody. (Very few functional changes)
Lightning Grenade: changed animation to more accurately reflect the grenade's range ( no functional change).
[b][i]Sunsinger:[/i][/b]
Viking Funeral: increased bonus damage amount, ease of getting stacks, and amount of time stacks last.
Flame Shield: now activates immediately.
Angel of Light: added a slight damage resistance while perk is active (no more than 30% damage resistance).
Solar wind: increased pushback effect.
Firebolts: Increased damage, removed all nerfs from the previous patch.
[b][i][u]Matchmaking:[/u][/i][/b]
Full connection based matchmaking outside of Iron Banner.
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https://www.bungie.net/en/Forum/Post/210895873/0/0
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These would be great changes, but high impact autos like suros regime killing as fast as you suggested was what people originally complained about in vanilla destiny. (When they weren't crying about vex cheesoclast of course)
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Bumpity bump all of it
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5 RepliesHalf is ok half is really wrong
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Edited by CatMan: 8/12/2016 2:35:11 AM
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25 RepliesI only agree with some parts. Low ROF Autos do need a buff, but not what you're saying. They need a base stability/range buff and a buff to Impact. This will allow Low ROF to be useable at longer ranges than High ROF Auto Rifles. It will also provide some bonus accuracy to be able to hit targets consistently. The damage buff would be just enough to increase damage in PvP by 1-2 damage. This will knock off a bullet needed to kill to allow it to compete with other close range weapons. Low ROF Pulse Rifles do need a buff in some way. The question is, how? I do think that they need to kill in 2 bursts of only Headshots with the higher end able to hit a body shot in there. But this would bring us back to the Messenger days. I would say decrease the ROF of all Low ROF Pulse Rifles to increase the need to hit those shots. Make the TTK just as fast as other Primaries. Also, increase the Stability and Range to allow Low ROF to have more range just like the Auto situation. Snipers do need to have flinch Increased. I say Increase the flinch based on damage. Also, add 2 frames delay to equip times after sprinting to remove the ability to run and gun and quick scope in Close and Medium Range. Low Impact Snipers need to have their mag size Increased and their reserve Increased. Shotguns are perfect right now. Increase the mag size and reserve size of High ROF Shotguns. Sidearms are perfect right now. If anything, add Hit-scan to all Sidearms except Dreg's Promise. Sidearms do need a slight PvE damage buff. Universal Remote needs to have either a range reduction, or change Shot Package to Range Finder. Mida needs a stability reduction. Last Word needs a stability reduction and reload speed reduction. Dreg's Promise needs a tracking buff to track like the shock rifles do. Also needs a slight damage boost. Sunsingers are fine. No changes. Bladedancers are fine except need a slight boost to armor to keep from shotgun Melees killing the super. Golden Gun is perfect. Lightning Grenades need a range reduction to match its animation. There is a bug allowing Shoulder Charge to stay active while not moving. Removing the ability to build a charge while running into a wall and tightening the turn radius while airborne to match the radius while on the ground will fix these bugs. Here is what needs to be fixed in the air. http://xboxdvr.com/gamer/Phnx%20y0/video/19640328 Bolt Nades are perfect. They are easy to use grenades that give the user a slight advantage. Upping them to 95 damage would make them OP. They would be able to 2 tap low armor guardians. Thorn is perfect where it is. It doesn't need a buff because Artifacts are coming. It would make the Artifact needed. Flux Grenade needs a damage buff to match Fusion.
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For everyone who says shotties do not need a buff in PVP just delete the game and goto cod im tired of idiots who keep saying shotties are fine...their really not..everything else i can agree with @butthurt
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2 Replies[quote]Snipers: Legendary quality and below: decreased flinch recovery rate.[/quote] There's flinch?
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2 RepliesAgreed for the most part. You forgot to mention- Undo the Nerf for the flame Shield activation time. They nerfed Firebolt damage? I thought it was just Viking funeral. Anyways, undo it. Quickscope pop shot headshots @ melee distance or less , really need to stop. Strafing while sniping should not be so accurate Shottys do NOT need any pvp buff, I use chaperone exclusively, only. Hardest shotty to use in destiny imo. Buff shotty damage in pve You pretty much covered the rest. There was a throwing knife nerf? If so, undo throwing knife nerf
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1 ReplyStriker Titan does need to be reworked from the ground up any air born challenges during use of foh should be crushed under it you should not be able to knock it back in the air and fix the compass point tracking on it it should pass no matter where he runs he should not be able to escape cuase he ran north east instead of just north. Gg needs throwing knife damage back and I agree that trip mine needs to be adjust like you said. Sunslinger does need to be reworked perhaps making self res lest as long as gg cuase at the moment it's rubbish now when snipers need to have more time added to get into the scope so it can no longer challenge us in a short to mid range section it is stupid how I can get into the scope and kill some one in under 2 and a half seconds seriously no wonder people use for everything and the scope should be all over the place when moving. Biggest change of all kick people who are reported for bad connection or afk after 5 reports seriously bungie just put on auto kick already why does it only work in too and not across the board? Second change bring back reforge so we stop throwing away our rewards which we worked hard for the loot pool is already too big so that it takes months to get the guns we want it will take us years to get the rolls we want.
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1 ReplyI would add to this a buff of medium RoF pulses (Nirwen's). They need to do 32 crits. Right now they serve no purpose.
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Also increase damage fall-off for fast firing pulse rifles.
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1 ReplyAgree with everything except shotguns and flame shield
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Edited by Damo: 8/10/2016 8:04:45 PM[Deleted]
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11 RepliesAgree with all except for Thorn, keep that thing where it is. It's competitive as is. don't force people to run the one artifact
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1 ReplySolid list. Fusion projectile despawn has cost me so many rounds of trials.
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2 RepliesYou forgot something boolean Gemini buff don't know what I would buff on it though
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2 RepliesEdited by ZMEGA: 8/10/2016 5:43:03 PM
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Bump. Good stuff, Butthurt.
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8 RepliesI stopped reading after snipers they need more flinch cause of pvp an being descopes cause alot of people are tired of getting on hit when you standing there shooting the hell out of them an yet somehow they still get the shot off before they die or while your shooting them.
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4 RepliesBump for all but thorn.
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By remove phantom bullets I do hope you mean remove the bloom cone that is the primary cause of phantom bullets.
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Yesssss!!!
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3 RepliesThey should change swarm grenade to be like the warlock scatter grenade.
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I agree with most of this. One more thing about snipers tho, the high fire rate low impact should both have increased reserve ammo as well as increased ammo in the mag. Makes no sense that the tau hua yan and 1kys have the same four bullets when the 1kys does so much more damage. I'd say increase the mag to 5 or 6