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Destiny

Discuss all things Destiny.
9/10/2016 3:48:42 AM
104

Question: Should bloom be less severe?

Yes, reduce the severity of bloom.

1164

No, bloom is working completely as intended.

195

Hand Cannons still OP, also nerf fusion rifles.

91

Should bloom be removed? Before you answer, please completely watch Triple Wreck's video linked above. Should RNG be restricted to how many hundreds more crucible packages I have to open before I get a longbow, or should it also have an even greater influence in winning or losing a gunfight than skill?

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  • I made a post that picked up some steam a while ago. Check it out. https://www.bungie.net/en/Forums/Post/213129889?page=0&sort=0&showBanned=0&path=1

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  • I am for bloom because of realism. Hand cannons short barrel means less rifling which creates a real life bloom effect. Hand cannons also employ a larger bullet which would suffer from tumble. Conclusion hand cannons should rarely hit their target.

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    • Edited by Hagalaz-27: 9/12/2016 2:53:21 PM
      It should either be nonexistent or else they need to make the dammed reticle dynamic and actually reflect the size of the bullet's impact probability cone (edit: example: the way automatic weapons in games like Halo show the reticle expand the longer the weapon is fired). But if they keep bloom, they need to implement it for all weapons across the board. Or better yet, if Bungie wants players to slow down and aim, maybe make the recoil animation last until the sight picture settles on target again. That way you know when you're clear to take the next shot. It's one thing to nerf range or other weapons stats. It's quite another to change the way an entire class of weapon HANDLES, and HAS handled since beta.

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    • Wtf is Bloom?

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      • Still waiting on that fusion rifle nerf.

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        • Yes, and greg and weisnotski should be fired in the process.

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        • bloom should not exist, flat out. I don't even use handcannons that much, but its BS that a gunfight might be lost on RNG alone.

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        • It's actually not enforced rng because you can avoid it entirely by waiting for your accuracy to reset. My vote would be reduce bloom to be in line with other primaries (yes, they all have bloom, it's just almost impossible to detect) and decrease rate of fire so we still pace shots more, but don't get bullets missing all the time!!

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          • Bloom shouldn't be a thing

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          • https://youtu.be/-GTzFthdqfs Much better video on bloom than triple wreck's

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            • Bloom should not be a thing. Accuracy should not be RNG based.

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            • Edited by Bulked, Apostle of Strengf: 9/11/2016 3:41:17 PM
              The fact that this is even a thing is disgusting. It's been said a thousand times, but there is no better way to state it than "RNG Accuracy". Sure you can do the math and figure out exactly how much to pace your shots by, but who is going to be counting in the heat of the moment when this absurd "bloom" affects the outcome of a close call? Will I pull a clutch move and kill these guys or will my bullets just not work and I die. It's not like it isn't a big deal either. At least 5 times per each of my matches today I either died or had to bounce because bullets wouldn't register for what would have been obvious headshots. In my opinion, anyone who defends this might as well stop calling Destiny competitive multiplayer. The fact that people think this game can actually go MLG with the type of crap that goes on in the Crucible is sorely mistaken. SBMM and the ridiculous hit detection with hand cannons, not to mention the 50/50 win/loss ratio Bungie is trying to aim for are all cancers to what could be a great pvp experience. If they truly want to nerf handcannons why not just decrease impact or rof or even stability across the board rather than create this algorithm that literally causes bullets to move off target? Punishing people for being accurate is just a mind-boggling concept that I couldn't imagine anyone thinking of let alone implementing.

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              • Edited by Hova: 9/11/2016 9:16:03 PM
                Biased poll. Can't blame bloom when he clearly spaces his shots. This game is a shooter and I shouldn't be punished by a game mechanic when I can line up my shots.

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              • When I fire a Hand Cannon I want to fire a lethal weapon not shoot 1 of those trick guns in the amusement park. I'm Goin for kills not a Stuffed Unicorn

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              • Bloom seems to be an unpopular solution to the hand cannon issues, so maybe they should just crank down the firing rate/range of all hand cannons... That way they will fall in line with Bungies idea for the hand cannon role...

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                • I agree it's annoying and could be removed, but only partially. I can definitely understand the frustration with inconsistency since Hand Cannons are seemingly the only primary archetype which use "bloom" vs. a weapon's physical stability to determine whether bullets land where aimed or not. It's what causes these "phantom bullets" we've all seen. I would support the removal of bloom, but only if that were replaced with a shorter damage fall-off for hand cannons. The results would ultimately be the same and would keep hand-cannons where they belong in the short-to-mid range. Hand Cannons should knock you out of your boots and be able to 3-tap at short range, but should require an extra shot to kill at extended ranges. Currently this is being handled via "bloom", which is frustrating, but if replaced with a shorter damage fall-off at least shots would land if your aim was true, but would not turn Hand Cannons back into a one-size-fits-all solution for any map. For reference, and for those who may not be familiar with how real-world guns perform. Short barrel weapons are not meant for accuracy at long ranges. Bloom is effectively a cone which expands as you get further from your target. The longer your barrel and slower your fire rate, the smaller this cone will be, and the more consistently you can land shots at longer ranges. Since Y2 balances were implemented Autos have the shortest effective range, as they should due to their natural instability caused by their high RoF. They are immediately followed by Hand Cannons, whose lack of long range accuracy is due to their short barrel and high single-shot recoil. Pulse rifles fall somewhere in the middle with better than average accuracy at extended ranges due to their longer barrels which is offset by some degree of recoil spreading each burst. I actually feel this is the one class which could still use some balance with high RoF (Grasp of Malok type) rifles getting a slight stability/damage adjustment to slightly reduce TTK at longer ranges, and slower RoF (Spare Change type) rifles getting a slight stability/damage adjustment to slightly increase TTK at longer ranges. Scouts have the lowest RoF of the long barreled rifles and therefore enjoy the best accuracy at longer ranges

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                • Yes, rng hit detection is uncompetitive and bloom needs to go. Buff pulse damage and buff auto crit multiplier to compensate for hand cannons getting better.

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                • My take is that they should make initial accuracy 100%. When the gun is fired change the reticle from a dot to a small ring. Once the accuracy returns to 100% the reticle becomes a dot again. This gives the player a visual representation of bloom, allowing them to choose to spam the trigger in hopes of a quick kill at close range or to pace their shots with a visual cue for when accuracy is assured.

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                  • Considering the fact that we now need a handcannon to drop with a god roll now so that it can still be competitive- this game is getting ridiculous.

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                  • This is awkward because if they fix this hand cannons will be by far the meta! They are very strong right now, hence a lot of people using them!

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                    • Yes, non-existent, more damage fall-off to balance it.[spoiler]not my words, but i agree completely[/spoiler]

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                    • I don't care how far away they are. If I'm shooting directly at someone they should take damage for it. Idc if the damage is cut in half but it should still register.

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                    • Edited by cuzzybubba1: 9/10/2016 5:42:57 PM
                      Bloom had no effect on that video, he was firing single shots there is a problem with hit registration at its core tied to range/accuracy. Bloom comes in to play when firing rapidly only and yes it also needs to go. Penalizing you for firing at the fastest rate of your weapon is retarded, it's that weapons rate of fire.

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                      • Edited by ComicMender7915: 9/11/2016 6:00:21 PM
                        Also, your poll doesn't seem very well designed. The categories suggest that bloom isn't functioning correctly when it in fact is. I agree that it can be frustrating and could use reworking, but the way the poll is set up, I would vote in the 2nd bar. Edit: the poll choices aren't mutually exclusive

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                      • Ever notice that in pve, your bullets seems to track on the the head? I've noticed that when I clearly missed a headshot (off to the left or right) I still get headshot damage. But it's the opposite in pvp. I just don't want to lose the pve mechanic.

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                      • The only time gunfire should be RNG is hipfire. If bungie want to limit the effective range of handcannons, they should increase the severity of damage drop-off. Simple.

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