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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1 ReplyEdited by M4ttchoo: 12/14/2016 6:21:54 PMI'm in the minority. I think all guns are viable but the current meta issues boil down to these things. 1) Mobility of this game allows for shotguns warriors to rush an opponent with little risk of not getting the OHK before being downed 2) Hand cannons shots that are ADS and paced (recoil/stability time completed) should never be subjected to Accuracy RNG within the intended range of close to mid range 3) Base damages and precision damages for High rate of fire guns versus slow rate of fire guns appear to be in a bad place balance wise 4) Flinch needs to be less impactful on fast firing and more impactful on slow firing Honestly, my opinion, these could be alternatives to fixing the meta: 1) If being hit by bullets with a shot gun equipped, movement speed is decreased (more?) 2) Accuracy cone when ADS a hand cannon should be pin point precise within intended range of HCs when gun is completely finished with any stability kick (no rng, except when not paced or outside of that 35-40m range) 3) Make High RoF guns body shot TTK faster than Low RoF, but make Low RoF precision shot TTK faster than High RoF 4) Reduce flinch generation from low impact. Raise or keep flinch generation the same from high impact. Reduce flinch generation from PRs. Raise flinch generation from SRs