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originally posted in: Thoughts on Weapon Balance
Edited by DuBChiri2: 12/14/2016 4:10:30 PM
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I have some changes for both class and gun balancing. Sunbreaker: Melee initial damage increased to 122 damage (+15 damage) but lose 2 ticks of burn damage (-14 damage). Reasoning is because the melee sometimes causes you to tie in melee fights you would have won and its initial strike against mid super gaurdians is too low. Hammers damage is increased by 10 points from 364 to 374 Reasoning is because sometimes the hammers that directly hit mid super gaurdians do not kill which usually leads to the death of a sunbreaker to a storm caller, or even other sunbreakers because they got lucky. Blade dancer: Skip grenade tracking time reduced to 5 seconds, damage decreased by 10 to prevent an easy one shot or burst from pulses. Reasoning is because the grenade is far too easy to use for how powerful it is, so reducing the tracking time and damage slightly will prevent those bull shit deaths. Arcbolt damage increased to 100 Reasoning is because it does far too little damage and making it require 2 grenades to kill non max armor gaurdians is fair (I think max armor is 210 health but feel free to correct me.) [b]The same treatment would go to firebolt[/b]. Sunsinger: Song of flame increases the damage output of gaurdians (15% bonus damage) Reasoning, why not. Weapons: Thorn archetype handcannons increased base headshot damage from 75/78 to 80 because it barely shoots faster so it should barely do less damage, not to mention they have an overall lower range to compensate. Slight stability buff to whole archetype Thorn: Burn does 3 damage a tick, the burn is unaffected by the anti-burn artifact (forget the name) Clever dragon and hawksaw archetype pulses dont get HCR and a more steep damage fall off. Reasoning is because they are far too effective at all ranges with little to no downside. Autos: Suros regime archetype autos do 28 damage a headshot because they suffer the most from damage fall off and they lose to pulses at close range because pulses shoot faster and do more damage. Reasoning is because autos have a large damage fall off and before when it would drop from 26 to 25 a headshot because of damage fall off, it makes you take an additional bullet which is dumb. Hardlight archetype autos do 22 damage at close range and 21 at medium and 20 at long. Reasoning is because these autos without Aggressive ballistics or increased impact do 20 a headshot medium and 21 at like point blank range but medium range on autos is a lot closer than other guns and without range perks would usually do 19 damage a headshot, which makes it take 11 bullets instead of the 10 it's supposed to take, not to mention it made light level advantage unfair to autos because they don't do more damage with the advantage, but do less at a slight disadvantage. Autos like suros regime get more ammo from ammo pick ups in pve and get to hold more (from the 230 reserve to 330 and 430 with the increased ammo for autos perk. Focused fire increases range stat like on suros and instead of doing 34 a headshot it does 37 for the same reason as before to help with ttk over a distance because before losing 1 point of damage because of range would make it take 1 more bullet which is dumb and incredibly tough on ttk. Scouts are ok I guess. Shotguns for PvP should get less ammo from special packages because they kill more consistently now (NOT IN PVE THOUGH) Snipers are ok. Fusion rifles can kill after death because as of right now you can't get post mortems with fusions because they do 0 damage if you die while firing them. Base stability increased.
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  • [quote]I have some changes for both class and gun balancing. Sunbreaker: Melee initial damage increased to 122 damage (+15 damage) but lose 2 ticks of burn damage (-14 damage). Reasoning is because the melee sometimes causes you to tie in melee fights you would have won and its initial strike against mid super gaurdians is too low. Hammers damage is increased by 10 points from 364 to 374 Reasoning is because sometimes the hammers that directly hit mid super gaurdians do not kill which usually leads to the death of a sunbreaker to a storm caller, or even other sunbreakers because they got lucky. Blade dancer: Skip grenade tracking time reduced to 5 seconds, damage decreased by 10 to prevent an easy one shot or burst from pulses. Reasoning is because the grenade is far too easy to use for how powerful it is, so reducing the tracking time and damage slightly will prevent those bull shit deaths. Arcbolt damage increased to 100 Reasoning is because it does far too little damage and making it require 2 grenades to kill non max armor gaurdians is fair (I think max armor is 210 health but feel free to correct me.) [b]The same treatment would go to firebolt[/b]. Sunsinger: Song of flame increases the damage output of gaurdians (15% bonus damage) Reasoning, why not. Weapons: Thorn archetype weapons increased base headshot damage from 75/78 to 80 because it barely shoots faster so it should barely do less damage, not to mention they have an overall lower range to compensate. Thorn: Burn does 3 damage a tick, the burn is unaffected by the anti-burn artifact (forget the name) Clever dragon and hawksaw archetype pulses dont get HCR and a more steep damage fall off. Reasoning is because they are far too effective at all ranges with little to no downside. Autos: Suros regime archetype autos do 28 damage a headshot because they suffer the most from damage fall off and they lose to pulses at close range because pulses shoot faster and do more damage. Reasoning is because autos have a large damage fall off and before when it would drop from 26 to 25 a headshot because of damage fall off, it makes you take an additional bullet which is dumb. Hardlight archetype autos do 22 damage at close range and 21 at medium and 20 at long. Reasoning is because these autos without Aggressive ballistics or increased impact do 20 a headshot medium and 21 at like point blank range but medium range on autos is a lot closer than other guns and without range perks would usually do 19 damage a headshot, which makes it take 11 bullets instead of the 10 it's supposed to take, not to mention it made light level advantage unfair to autos because they don't do more damage with the advantage, but do less at a slight disadvantage. Autos like suros regime get more ammo from ammo pick ups in pve and get to hold more (from the 230 reserve to 330 and 430 with the increased ammo for autos perk. Focused fire increases range stat like on suros and instead of doing 34 a headshot it does 37 for the same reason as before to help with ttk over a distance because before losing 1 point of damage because of range would make it take 1 more bullet which is dumb and incredibly tough on ttk. Scouts are ok I guess. Shotguns for PvP should get less ammo from special packages because they kill more consistently now (NOT IN PVE THOUGH) Snipers are ok. Fusion grenades can kill after death because as of right now you can't get post mortems with fusions because they do 0 damage if you die while firing them. [/quote] Another novel that doesn't even mention Defender.

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  • I couldn't really think of a way to better defender, it's the most balanced subclass in the game so I don't know how to make it better, other than maybe increase the melee damage you do while bubble is active.

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  • And What about voidwakers axion bolt? IT tracks you behind walls And everything.

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  • Yes but it's slower and gets caught on walls pretty easily, not to mention vortex grenade sucks and the bouncy ones (forget the name) suck without the exotic gauntlets. And voidwalker is supposed to be neutral game based so it should have atleast one good grenade. Skips also you just throw, it bounces, and tracks for 8 seconds while doing as much as a lightning grenade and don't require more precise throwing.

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