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12/14/2016 1:09:49 AM
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Thoughts on Weapon Balance

I spoke with the Sandbox team that balances the weapons in the game. This is part of a running dialogue between us where I make sure they receive your feedback. They wanted to give you some information about their process. [quote]Hey everybody! We wanted to take time to let you all know that, while we did not include a balance patch in The Dawning, we are listening to your feedback. We appreciate all of you who return to Destiny over and over again, and we respect the things you have to say about what you are seeing and feeling as you play it. As we wage wars in our playtest labs, we’re taking a lot of things into account: player data, your feedback, and our own gameplay experiences. We’ve heard the conversation about, and felt for ourselves, shotgun dominance (Yes, we see you Matador 64), but we feel strongly that our goal shouldn’t be to nerf them into the ground. Instead, we’re looking at solutions that could bring shotguns into a better state of balance with the rest of the guns in the game. In doing this, we would still want Shotguns to be effective and fun to wield. We could quickly and easily break shotguns and call it a day, but it’s important to us that we explore positive changes that can make Destiny better for everyone. Thanks for playing and being so passionate about Destiny. We all wish you the happiest holidays and look forward to you kicking our asses in SRL.[/quote] The right time and place for a deployment of Sandbox changes is something we’ll investigate further in the new year. In the meantime, our playtest labs are home to a process we’re using to explore the current state of combat in Destiny.
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  • Need to do something . its becoming very stale and quite frankly not fun to play. At first ibdidnt think that high cal on a pulse rifle was that bad. But if you engage with a person 1v1 that has high cal on their pulse. You either better run away or prey they miss. Also the flinch overall on everything is way to high. Snipers are useless in 6s imo. And handcannons need better registration even if you say its the range that causes ghost bullets. Then give handcannons more range but add damage fall off and better registration. Something needs done with stormcaller mellee range also. Either buff titan and hunter mellee range or figure something out

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  • Bungie....Bungie.....all you have to do [spoiler]IS BUFF PRIMARY WEAPONS AND NERF TITANS [/spoiler]

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    • Just buff [b]all[/b] primary weapons. So they can actually kill a jug titan with a shotty and not be TLW (buff that too!)

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    • I want to speak about grenades a but as much of the conversation has been on weapons as requested. Grenades in my opinion are the biggest issue in PVP at this time. They are low to no skill and effective at insane ranges combined with lightning fast refresh times. It is possible for most classes to run double nades and blindly throw them into the atmosphere, knowing there is a good possibility that they will find and kill someone. Reduce damage by calculated % on stickies so that no grenade is a 1 shot kill. Cowardly guardians relying on magnetism to throw and hide too often. Reduce radius on lightning grenade and as others have mentioned, make its damage radius more obvious (i.e circle from Bond Brothers). Also, knowing a friendly nade from an enemy would be userful). Tracking nades need to lose their ability to track when they lose their line of sight. Add 10 seconds to refresh rate of grenades, pushing it to 39 seconds from 29 when running max discipline. That's a good bump. Apply a handling time to nades so there is a charge rate to throwing them. It's crazy that we can throw them instantly from from any situation. Very minimal handling time so while you are throwing, you can not be shooting or the disruption in shooting is enough to give pause for throught. I believe nades have a useful spot in this game and can be incredible useful and diverse but they are too much of a non skill factor in the game at the present time due to refresh rates, equipment that doubles up nades.

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      • You are a joke. No one forces you into shotgun alleys or sniper lanes. Shotguns agree only strong because players are dumb and can be hearses into whatever. Just buff the high damage autos range a bit and nerf the highest RoF and Higher RoF pulses for less range and flinch.

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        • So cozmo now that you have a lot of feedback when can we expect changes?

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          • Shotguns = yo ass trash Special weapon mainer = yo ass trash Stormcaller super = yo ass trash Striker titan subclass = yo ass deffs trash. Quit using the op shit for easy mode u [b]f[u]ukboyz[/u][/b]

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            • Well, that's the last time I will be on destiny until the weapon patch. Unplayable and not fun. Well done Cosmo, you and the live team are pushing the community away from the game.

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              • [b][i][u]When. Is. This. Happening[/u][/i][/b]

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              • Balance this aka "reduce the magazine size" from 3 to 0 https://imgur.com/gallery/8Vt4l

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              • Go back to day one settings everything was fine then all this pleasing other ppl have broke your game, I used to be a solid destiny player only game I played but since taken king destiny has been a big let down and rise of iron pretty much the same, pvp is no fun no more, every game sweatfest and always the same weapons, not enough content, fix your game before you lose even more ppl

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              • Ok so I feel like no one is going to bring up the fact that primary's are not in the best spot right now and I feel like everyone is just ignoring it as if it's just how the game is now and it shouldn't be like that it's honestly sad how your secondary does more than your primary.

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                • Don't nerf pulses, buff ARs and Scouts!

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                  • Specifically for shotguns: Highest impact shotguns now have the lowest base range and cannot roll rangefinder. Lowest impact shotguns now have the highest base range. You want that OHK? You can still have it, you just need to stick the barrel in someone's teeth.

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                    • For me crucible is just pulse rifles with a mida multi tool and hand cannons occasionally, with of course you the matador. Most legendaries are also much better than exotics which have been nerfed to the ground due to people complaining about how op they are. They are exotic so they are supposed to be good and better than legendaries but a red death will easily get killed by a clever dragon. Also auto rifles seem absolutely useless now in pvp, there is no way to shut down a rushing shotgunner especially if they have a bloody juggernaut shield which even a golden gun can only destroy, not penetrate. Fix pvp I am sick of playing aginst people with the same weapons.

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                    • GET RID OF THE PULSE RIFLE PLAGUES... APR IS RIDICULOUS THERE IS NOTHING TO COMPETE EVEN AT MAX RANGE. THE HEAD FLINCH BREAKS NECKS IT'S SO OP

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                      • Where the hell is the damage referee? Just had a red bar guy on the other team go 34 kills. Whoever lags the most has the advantage

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                        • Any update on when the weapon balance changes will happen specifically? Will it be in January?

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                          • Edited by Jared_van_Kell: 12/30/2016 5:31:12 PM
                            The following changes need to be made. [u]Autorifles[/u] Autorifles are supposed to be effective at short to mid range and whilst this is the case there are certain archetypes that fall short in this area. The slowest RoF autorifles of the such as the Shadow Price need an increase in both base impact, range and stablity to bring their time to kill up in with the medium rate of rifle autorifles and make them more effective at the limits of their effective range. The medium rate of fire autorifles need a slight range and stability increase however these weapons are in a relatively good place overall. The highest rate of fire autorifles do not need any changes at the moment. [u]Pulse Rifles[/u] The highest RoF pulse rifles such as the Clever Dragon and the Grasp of Malok need to have High Caliber rounds removed. They already provide a significant amount of flinch but add in High Caliber Rounds and it becomes impossible to win a firefight against them. This archetype also needs to have their base range and stability decreased so that whilst they remain effective at close range they come less effective as you get towards mid range. The medium RoF pulse rifles are in a good place at the moment. The slowest RoF pulse rifles are in need of a significant buff. Adding High Caliber Rounds as an inherent perk would assist these weapons immensely as the flinch they inflict would allow them to compete with even the highest RoF pulse rifles. [u]Scout Rifles[/u] As it stands the only archetype of scout rifle that needs a buff is the medium RoF. This class of scout rifles needs a slight increase in impact to make them effective as a four shot kill weapon. [u]Hand Cannons[/u] Bloom is the main issue on hand cannons right now. What they need is a base increase in aim assist and range to reduce the amount of bloom that they suffer from. The Last Word requires a range decrease as it is still effective from surprising range when it is supposed to be a short range hand cannon. [u]Shotguns[/u] The current meta sees almost everyone running with a Matador 64. This archetype is a one shot, one kill weapon however with the right perks it can do this at incredible range. This archetype needs a base range decrease so that, whilst it allows for a one shot kill, players need to be a lot closer for this to happen. This would give more time for sidearm and fusion rifle players to counter them. [u]Sniper Rifles[/u] Decrease the amount of flinch caused by other weapons. Whilst I agree that flinch should be introduced, it should not be introduced to the point it becomes almost impossible to shoot, Bungie were in the right direction with snipers they just need to tone it down a bit. [u]Sidearms[/u] Sidearms are in a good place at the moment but they could do with a buff to their base handling and stability. They are the smallest of a guardians firearms and this should be reflected in the speed with which they can be deployed and the ease with which they can be retrained onto the enemy. [u]Fusion Rifles[/u] Another weapon that is in a good place at the moment. I would say that these weapons however need a slight boost to their range to be effective as a counter to shotguns [u]Rocket Launchers[/u] The only improvement required is to the Dragon's Breath exotic rocket launcher. It needs to be able to have 2 rockets and have the amount of damage the burn does increased ever so slightly. [u]Machine Guns[/u] These are in a good spot at the moment but they do get outshined by the rocket launchers. [u]Swords[/u] The Young Wolf's Howl needs an increase in its impact, energy and magazine size to allow it to compete with the other exotic swords as it very rarely gets used compared to the other swords such as the Raze Lighter and the Dark Drinker. [b]JvK B)[/b]

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                            • Bring back elemental damage to primaries

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                            • So I know when this topic comes up it isprimarily pvp driven. I really enjoy both pve and pvp. So here's my perspective on the current state of things. To give some context to things I'm going to start with the Halo Reach DMR. This was the absolute turning point for me. Shooters went from a genre I enjoyed to a genre (when crisp/tight mechanics are employed) I couldn't get enough of. Not remotely saying I think everything should be the DMR, but that playstyle is incredibly appealing to me. So during the beta I became a hand cannon user because scouts weren't one shotting anything but the weakest enemies. Skip ahead to now. Snipers feel kinda cumbersome now. With the extended zoom I feel like when I'm far enough away to use it well, I'm also so far that (in pve) enemies aren't even a threat. Pve maps provide relatively few situations where a sniper can be effective beyond sitting and staring down a corridor. Personally I'm not a big fan of shotguns so I have an ironwreath that I have difficulty swapping out for any other choice right now. That's both in pve and pvp. Due to this choice and the (very understandable) change to HC range and falloff, I went back to using scouts a lot, which I largely enjoy. But I do have a similar struggle to the sniper in that many of the environments cause scouts to feel rather clumsy. There's a bit of a dead zone between the effective ranges of the two. That's not bad in and of itself but often causes frustrations with shielded enemies. Ok hand cannons. So fun but again, clumsy now? I don't understand this accuracy choice. At least not to the extent it seems to be active. I will ammend this with I love the IDEA behind the changes since y1. I was actually frustrated at first by my scout having basically no purpose because of the range I could still one shot baddies with HC. I understand my DMR had bloom as well. But I could reliably hit what i was aiming at when my reticle returned to normal. When we have aim assist, a mechanic that artificially makes us more accurate, why do we need a mechanic that artificially makes us less accurate....sometimes. If it's about ttk at longer range, there's damage falloff for that. If it's about shot pacing (which ultimately effects ttk), isn't that what stability is for? Aside from "ghost bullets" being frustrating to deal with on my end, I hate the idea I might be beating players I shouldn't because they had crappy rng and I didnt. I'm a technician. A big part of what drives me in games is the ability get better at something. My hope is that's a commmon trait among many gamers. The kind if false feedback provided by random results hugely inhibits that pursuit. Final thought I promise. On shotguns. Being a sidearm user I feel like I actually have a decent chance. However; in my opinion, it should not require a grenade or another special to counter a special. When players can use their special as primaries, there should be a reliable way to fight specials with primaries. Snipers can be out gunned at range with the right primary and movements. Shotgunners can clear so much ground and get their OHK before that short range weapon can squeeze out the last shot(s). As for specific solutions, I'm not going to try tell you guys how to do your jobs. I know you have a lot of nobs you can dial up and down and complex interactions to predict. Just wanted to provide my perspective and some undesirable situations I've encountered.

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                            • Whatever gets done, needs to get done soon.

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                            • Nerf Thunderstrike *Drops Mic and waits for hate comments*

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                              • Just got ddos in trials by the dad's of destiny clan.

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                                • 1
                                  RavenAstralis
                                  RavenAstralis

                                  FFXIV player for 7 years and Destiny Vet - old

                                  Buff the Hawkmoon.

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                                  • One widely ignored fact is fusions should discharge all their bolts if killed while firing. Its ridiculous and frustrating when 2 bolts come out of a fusion as the guardian gets shotgunned.

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