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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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  • Can we have the nerf to hi-impact pulse rifles that we were originally promised? To explain, back when they were strong, Bungie promised us an [b]8% nerf[/b]. They then delivered a nearly [b]20% nerf[/b]. And when they realized it was too much, we got 3% back , which wasn't enough. To undo the extra 12%, we need an additional 8-9% back. That should make those pulses competitive, instead of useless peashooters.

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  • Three weeks ago the top gun in trials was clever dragons with hcr with 140000 kills followed by palindrome with 57000. Then followed by two more pulses and then eyasluna, those statistics are always around the same each week. There's your answer on what guns really need to not be touched, instead buff auto rifles and for the love of God scouts. Scouts, am I the only one who feels like they really arent appreciated. The one standout ability they have is their gun game at a distance and how they out match every other gun at further range. The sad thing is there is one map on this game that allows that. The usual competitive map rotations are all too small to notice the difference in range the scout brings to the table. That's why people complain about hand cannons and pulses so much. My one complaint. Change your last sentence, "look at the sandbox further into the new year" that's stupid, do it now. This game has less than a year left in its cycle so let's get more than 4 months of clean crucible play.

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  • Dedicated servers

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  • wtf, are they no longer needed, are they coming back...you people suck on customer relations

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  • Just tweek the matador range - remove full auto - shotguns good - let's move on

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  • Off topic, are 3oC gone for good?

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    • give exotic weapons good base stats, they are exotics, their stats should outclass legendaries, their meant to be the best weapons in the game, buff auto rifles, introduce much more top tier primaries, we dont want just one amazing primary weapon that everyone uses we want dozens of top tier legendary primaries to choose from, buff golden guns buff throwing knife damage, nerf storm callers, a super which can target one enemy but also kill an enemy near that enemy without even being targeted is unbalanced, remove storm callers chaining effect or nerf the damage it does, stormcallers melee range should be nerfed perhaps its damage or like using blink on blade dancer, amplitude should lower a storm callers recovery, you can make that happen bungie you can, buff side arms so that they are more ammo efficient and buff their effective range by a bit, introduce more top tier side arms like the worm wood which is amazing, undo the changes to flinch on snipers, or reduce the flinch slightly, if not make unflinching a much more effective perk do that top tier snipers who love snipers continue to use them, REMOVE 3 OF COINS, fix the ghost bullet issue with hand cannons, make actual creative exotic perks which arent wierd and situational or purposefully make u have to do something very specific to activate te perk like the zen meteor i fkn hate the perk it just seems so unnatural the way u obtain the perks effect, why not have the damage activate on every two precision hits and the 3rd bullet in the clip does slightly less dmg then what the mega bullet does now but does very good bonus damage and in a large radius, this would be very good for bosses, also why the hell did u guys (bungie) -blam!- up the dragons breath so much i used to love that weapon, it used to be very simple and fun to use and good rlly but now it has this wierd mechanic where when u shoot the rocket u have to hold the shoot button and then release it when u want to release the cannister wth, whyd u over complicate the weapon so much, and why the hell did u guys give dragons breath a horrible perk like whos next? THAT PERK IS HORRIBLE, giving dragons breath a mag size of one was bad enough but u guys also gave dragons breath the stats of a green or blue rocket launcher its velocity and blast radius is horrible, please return its year one stats (the max radius) and remove the thing where u have to legitimately calculate where you want the cannister to drop by holding then releasing the shoot button, I appreciate the creativity but that simply does not belong in destiny take that to call of duty, also give dragons breath a mag size of two, if not give it tripod!!! If u wont give it tripod give dragons breath spray and play, or id myself really like to see how reactive reload would be on it how -blam!-ing cool woukd that be man, also about removing the wierd mechanic just have the fire payload deploy on impact of the rockets the rockets would simply hit anything and the fire would instantly be deployed on the floor beneath that area :), give legendary weapons ornaments, how cool would that be, not all of them but atleast event legendaries like trials weapons and iton banner weapons, also make more top tier snipers with excellent handling stats or aim assist stats or reload, we want variety and we want more and more options to pick from, we dont get sick of it i promose keep those weapons coming baby, variety keeps the game fresh and players load outs unique, also about the snipers same thing with shot guns, give us more options shotguns with certain stats which certain players will be attracted to, excellent stats, maybe i wnat a shot gun which handles amazingly, or one which has a lot of aim assist, or i want one which reloads very fast, or i want one which has a lot of range with bad stability and fast reload or i want one with slow reload a lot of range and good stability, bring the old raids back with reimagined weapons and edited mechanics and enemies, introduce a trading system to destiny, maybe trough xur people could trade weapons, armor, materials etc or maybe through the gun smith, also introduce some other sort of weekly crucible event in addition to trials, u guys are creative bungie u guys can create one, look at all the game modes halo has, create more legendary swords make them more common make more diverse swords, make more perks for legendary weapons, there is certainly more room for more perks also remove guerilla fighter it is useless i know this sounds absurd but how about make guerilla fighter so that it allows you to go prone while ads or how about it give ur gun the ability to melee (like a bayonet) or it increases melee dmg while enemies are nearby, remove danger close I believe this is the perk which activates bonus dmg when THREE enemies are nearby, do u know how obsurd this is, im in heaven w -blam!-ing harambe man the second three enemies are nearby how about when three people are on your radar this weapon gains bonus handling and stability, im fine w the elimination or skirmish exclusive perks they serve their purpose, remove the perk that when two enemies are near you you are granted bonus handling and reload, give auto riffles and pulse riffles reactive reload back, i think it would be really cool if event weapons or certain weapons could be rerollable such as trials, iron banner and raid weapons, or if not just certain weapons like the house of judgement and all faction weapons, introduce more sparrow archetypes, what if i want a sparrow which has great durability and decent boost or vice vercsa, introduce more sparrow abilities, and in all honesty more attributes maybe handling (how tightly or smoothly the sparrow turns) or energy <- u can name it whatever but basically the amount of gas or power the sparrow uses on abilities or the recharce of gas, be creative with that, not all that important but sparrow racing could be more fun with those changes being implemented oh also the smoke color things xur sells should be available for legendary sparrows too and ornaments on sparrows or color jobs for sparrows would be cool, make faction wars a thing man look it up if you dont know what it is, there should be more perks for legendary armor, why cant knee pads be a perk for boots and unflinching be a perk for chest armor or helmet , or maybe increased grenade throw speed be a perk for gauntlets, make faction reputation boosters, make it so that u can purchase as many heavy ammo synths from xur as u want at once like if i want to buy 700 i could choose the quantity bc it takes hours to buy large amounts of heavy ammo synths from xur, also buff hawkmoons and thorns range their exotics man, exotics they are built to perform Excellently, buff highest impact pulse riffles so that they headshot for 35 and change read death and hopscotch pilgrim back to the high impact archetype that would be a dream for most if not all of the community, thats all :)

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      • Primary.

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      • I believe strongly that shotguns definatly reign supreme in Destiny. But what I would like to see is some changes to sidearms and primary weapons. Sidearms are in the game but sometimes I forget because they are over shrouded by shotguns and fusion rifles. A good sidearm can shut down a rushing shotgunner in no time flat, if it had just a bit more base stability. Primary weapons are also a big deal. All I see when I jump into crucible are Handcannons everywhere. Occasionally I will see a Mida there, or a Clever Dragon there, but other than that it's all Handcannons. I would like to see Auto Rifles get a small damage buff to combat the Handcannons in those short range fights. Pulse Rifles are fine to me, maybe let guns like the Red Death and Hopscotch two burst just because they are slower rate of fire Pulses. But they are in a rather good state. Scout Rifles are also in a good area. The only problem being Handcannons, as some can hit from fairly long ranges with little damage drop off. My advice would be to change the drop off of Handcannons, but not too much! Or increase the base stats on Scout Rifles. This response that I am typing is through the eyes of a Striker Titan who uses Scout Rifles, Fusion Rifles, Flash Grenades, and yes, Shoulder Charge. But I use Shoulder Charge as a mobility tool rather than a run-around-the-map-and-shoulder-charge-everyone tool. There is my opinion, thank you cozmo and the Bungie team for making the community part of this.

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      • Umm how about u play ur game and actually look at how it is from there just play 1 game of supremacy and u will see the meta in this game for each class titans: juggernaut matador lightning grenades warlock: amplitude matador and double fusion grenades hunter: smoke and grenade and shotgun. Also skips and double skips all these thing need to be nerfed badly but u don't play ur own game so that why nothing is balanced

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        • Edited by Cam: 12/29/2016 10:56:31 AM
          4
          [quote]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. [/quote] Sniping is still running rampant, just look at Christmas weekends trials map. Supposed to be a close quarter map but snipers were man handling everything. We need more access routes to sniper lanes so they can't just sit at the end of a hallway and snipe anyone trying to challenge them. Sick of hearing that snipers are nerfed and should be fixed. Get out of here with that noise. Shotguns are fine, it's only one shotgun sniping everyone....matador64. The rest of the shotguns aren't one shot killing people from crazy distances. I have no problem taking shotgun players out with side arms, and fusions rifles unless I'm caught in a tight area. And quite honestly it's a close quarters weapon, it does what it's intended to do within its range while losing to anything outside of its intended range. It's the highest range shotgun that's why everyone is using it. Just like everyone will use whatever else is the best in its class....aka grasp of Malok, clever dragon, 1k stare, saladins vigil, mida multi tool, The Last Word, Palindrome. To fix matador, take away its range finder perk. It already has high range. You see this is what I don't get about you guys at Bungie. And I don't mean to say anything negative about you guys, I frkn love this game, but when you guys see people complaining about something specific you don't address that one specific thing. You go ahead and punish the entire class of that weapon. Just fix the one gun for crying out loud. You guys are so close to a well balanced PvP experience now that snipers can somewhat be combated. Listen to the community and buff primaries. Like we've been saying forever, people should not be running around with secondary weapons as their main gun. Also you have so many exotics that perform so badly compared to what is supposed to be an inferior grade of weapon known as a legendary. You've tried to nerf shotguns before and for the longest time out of destiny history one class of weapon ran dominant for so long before a nerf was issued, snipers, because of it. We know you guys favor them cuz their still lingering around dominating all ranges of maps including close quarters maps. I see we've singled out the matador64 for exceptional use but we didn't single out that clever dragon or grasp of malok yet. They seem to be the only Arch type of that weapon class being used. So how about we do something about those as well. And while we're at it, have you guys at Bungie noticed that no-one really uses autos in pvp still? Across all first person shooters the auto rifle is the most used but not here in destiny. Why is that? Let's fix them please!

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          • GIVE HUNTERS STICKY TRIPMINES AGAIN.... LET US COUNTER STRIKER AND WARLOCKS HURRICANES RANGE MALEE..... BUNGIE YOU RUINED EVERYTHING AND DONT GET ME STARTED ON THE PULSE RIFLE PLAGUES

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            • Hunters melee needs some love. Warlocks pretty much have a shotgun for a melee.

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              • The problem is when u do the rebalancing u go over the top with ur nerfs n buffs. 1. Meet in the middle with how snipers where before and now shotguns are fine just snipers are hard to use in 6s 2. Remove bloom on handcannons that's all 3. Give auto rifles a tiny buff don't go mad with it 4. Give high rate of fire pulse rifles a tiny nerf like a couple percent not ur usual 15 20% 5. Thorn was ok b4 roi came out perhaps the nerf u did meet in the middle again so it gets a little bit more love, leave the burn as it is 6. Jus delete all titans! Yes I'm jokin but as the game currently is they are a little op. Defo nerf the jug shield abit. 7. As for stickies I would perhaps give the firebolts a little buff so there's another option These are my opinions others won't agree but this is how I see the game so please don't leave comments trash talking

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              • The game will never be balanced so stfu but if they wanted to try 1. TAKE HIGH CAL out the game its broken 2. Give shotguns less impact ffs 3. BUFF AUTO RIFLES just my op btw

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              • [quote]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. [/quote] At least aids stop

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              • [quote]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. [/quote] Destiny Is complete shit I tried so hard to like it and it gets worse and worse just like aids

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              • I feel like everything is pretty in line right now besides hand cannons, some are op some are useless balance that out to a medium, and maybe low rof scouts not sure what but they need something they get beat by almost every gun.

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              • People need to stop bitching about what they're getting killed by .-. It's not bungles fault you're getting outplayed by try hards if you complain so much about it just use it yourself and see how well you do :/ I don't use fast pulse or shotguns and I'm usually dropping 2 + kds every game if you would bother to try out anything else instead of complaining you would see whatever you claim to be the meta can be easily countered depending the situation or map my personal opinion only thing that should be reduced a little is fast pulse range I used and I can usually win every gunfights at mid range sometimes even long that's it everything else should be decently touched up to make some primaries more consistent it's not that they suck just sometimes inconsistent except for shadow price archetype that shit sucks lol.

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                • Be nice to finally get the guns were owed, I'm speaking about the PS4 exclusives that were pushed back to infinity. And NO us Xbox players haven't forgotten or forgiven this less than fair treatment of us, time to break out our owed guns bungie.

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                • You guys couldn't balance a level on a flat surface. There you go my thoughts :) Merry Christmas btw

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                  • The legendaries that outclass exotics need to be looked at. Why use chaperone when you can OHK reliably at the same range with matador? Why use bad juju when Clever dragon has more range and stability? Why use thorn or Hawkmoon when Palidrome and Eyesluna has superior range and DPS? Legendaries are too strong, making even the best exotics pale in comparison. When players are choosing legendary weapons over any exotic, there might be some issues with that. Range and stability on high RoF pulse rifles need a nerf. Impact on Matador and Party Crasher should be brought in line with shotguns like patch a. OHK, but at closer ranges. People are saying "Buff primaries" but really it's just a handful of weapons like always. If thorn has phantom bullets and high recoil at medium range, why does palidrome and eyesluna have massive range and stability in comparison? OP primaries like them and clever dragon need a re-balance. When folks like TripleWRECK are willing farm for days for a weapon like Grasp of Malok, the weapon might be OP. remember the loot cave? That first week of onmigul was the same concept. Just bring them down and autos and scouts may become more viable. Not saying reduce damage but range and stability. This isn't a weapon balance, but titan skating needs to be looked at. Jug and skating is Easy and OP. Skating also makes titans able to have max armor and max recovery with no agility trade off. maybe if the jump lost its gusto the more you use it. like a cooldown. Warlock melee from launch has been ridiculous. Then thunder strike. Hunter and titan melee you need to be close and looking right at the enemy. Warlock stock melee is longer and has a huge cone where it can automatically suck you into a melee at around 80 degrees from your point of aim. so warlocks get the longest range melee AND the least amount of aim to use? Why are melee ranges and proc cones even different? they don't really help subclass personality, but only add to class imbalance. just some thoughts. I probably wouldn't complain if a mained warlock or titan like the Dev's (like the ones in charge of weapon and sublass balance).

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                    • Edited by rylan211: 12/30/2016 5:38:34 AM
                      I would buff primary's Handcannons:reduce bloom effect .fast firing hand cannons 20%range buff high damage hand cannons such as ill will should be a 2 Tap to the head. Scout rifles:they are in a good position atm . Auto rifles:base stability upgrade by3% and damage boost by 5%on every auto rifle except for doctrine of passing archetype . Pulses: clever dragon reduce the base range by 3% or take away high calliber rounds leave everything the Sam accept for spare change archetype and red death spare change should be a 38 or a 36 headshot and a red death should be a 33 or a 32 headshot gun. Shotguns: well low impact shotguns should have a range increase and a little damage increase reduce shotgun ammo and that's it really. Snipers: reduce flinch across the board on snipers and put there zoom factor back to what is was in the early ttk . Sidearms: need a base range increase and more flinch Exotics: thorn needs its range back so I would give a 25% range increase and a dot damage of 3 . Hawkmoon:5+stability and a 10+range stat

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                      • Unnerf snipers Make shotgun pellet spread non RNG Make handcannon hit registration like yr1 but keep damage falloff

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                        • Well it's pissing players off. So I would recommend buffing every weapon that has been nerfed.

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                          • My suggestion - HC Rebalance - Remove Bloom, increase damage dropoff - Rebalance Pulse Rifles - Highest Rate of fire 5-4 Pulse Kill - High Rate 4-3 Pulse kill - Medium 3 Pulse kill - Slow 2 Pulse Kill (slower ROF, guaranteed 2 bursting, TTK should not be slower than medium) *** TTK averages should be taken from max armor damage, this will better represent the crucible population *** - Buff AR damage - Shotgun Rebalance - Low Impact, max range - Medium Impact, medium range - High Impact, Low Range - Remove Range boosting perks to keep shotguns within contained ranges, prevents max range medium impact or medium range high impact

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