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originally posted in: Thoughts on Weapon Balance
12/14/2016 11:23:42 PM
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My two cents: DO NOT: --- Nerf shotguns. They don't need a nerf. I think something needs to be done about matador 64 specifically, but I'm not sure what should be done, and other shotguns should not suffer because of 1 gun. --- Nerf damage on anything, not even HRoF Pulse rifles. Nothing in this game kills too quickly. DO: --- Nerf the damage-over-range falloff values for HRoF pulse rifles. These weapons should be competitive with high range/high impact autos, not scout rifles and snipers. This issue is probably the biggest reason that weapons like the grasp and clever dragon are so dominant, and just fixing this issue will put these guns more in line with other weapons without reducing their damage. --- Buff Autorifles. How? It seems to me that there are two issues with autos: HRoF autos are most effective in the "barely out of shotgun" range. In other words, they work best in the "one knee slide away from getting matador'd" range. Meanwhile, High impact and medium impact autos can't compete with the superior range of pulses, and don't dish out enough damage to compete against pulses, handcannons, and shotguns. Hell, even fusions are more comfortable in close range than an auto. A damage buff across the board may be required for autos, but that might make HRoF autos too strong. So maybe buff damage only on the high/medium impact autos, but buff range a tiny bit on HRoF autos. --- I would say "buff handcanons" , but that would be an understatement. Instead I'll say "make handcanons make sense again, and let them be usable in the first place regardless of what perks you have on them". It's simple (or so it seems to me): Effectively remove bloom, and bring the range stats back to where they were during the HoW meta, BUT modify the damage falloff range so that they aren't dominant over other weapons like they were in HoW. Pulses, and obviously scouts, need to maintain an advantage over handcanons when it comes to range, so Handcanon damage should start to fall off drastically right before you get out to "short range/HRoF pulse range" (which, as I mentioned above, should not be as far as it currently is). Basically, I don't really care if I'm only doing 20 damage to the head at medium to long range with a handcanon as long as I can make those shots, because then I'll know that if I'm shooting at somebody at the optimal range for handcanons then I'll definitely be landing my shots. --- Fusions are not really in a terrible place right now, but they could use a small buff in the hopes of disrupting the shotgun dominance. Increase the range on fusions, particularly fast-charging fusions. Or maybe you could buff the projectile speed of fusions so that you don't have to lead targets quite as much. Or maybe make it so that fusion bolts don't disappear midway through a discharge if you die, thus preventing a kill trade. Come to think of it, there are lots of ways to make fusions perform more consistently. --- Adjust flinch to scale more with impact than rate of fire. Higher impact weapons should hit like a truck, but currently it's the other way around. CLASS CHANGES: --- Re-buff gunslinger tripmines and throwing knives. Their damage was fine before (although I do agree that tripmines shouldn't stick to people, so keep that bit the way it is). --- Overhaul sunsingers: Yes, re-buff firebolt grenade damage, and proc time. Also, remove touch of flame from the skill tree and make it inherent to the subclass at all times. This is because it makes thematic sense that sunsingers should always burn their targets, and it also balances viking funeral (you shouldn't have to equip ToF in order to use VF. You should be able to choose whatever perks you want, and no other subclass forces you to pick one perk on your skill tree in order to use another). Meanwhile that perk slot is now empty, so sunsingers get a new perk (yay!). What should it be? I'm not sure, but it should definitely be something that makes sunsingers more supportive to teammates, and definetely something useful in the cruicible. "Grenade kills provide increased agility to nearby teamates for a short time"? Whatever perk could be used in place of ToF, it's a great opportunity to refine the sunsinger class for PVP and PVE. --- Juggernaut: Jugg is cool, and it should stay that way. However, I do agree with others on the forums when they say that there should be bleed-through damage. Juggernaut should provide extra protection, but it shouldn't be able to tank sniper headshots, golden gun shots, etc, while leaving the user unharmed. Once the shield reaches a limit to the damage it can take, it should bleed through remaining damage to the titan using the jugg shield. That seems appropriate. OTHER THOUGHTS: --- Effective Range Overlap: PVP maps, and even PVE maps, are not big enough to allow each weapon type to sit comfortably with their own effective range without making one or more weapon types objectively inferior to others. PVP maps are generally small, and PVE maps rarely feature long range encounters (and certainly not extreme range), so some overlap in the effective ranges of Destiny's weapon types is expected. Auto rifles shouldn't all have universally shorter range than pulses, and handcannons have to share a good chunk of that territory as well. Only scouts can reasonably stand apart from the others as being the "long range option", but even then some pulse rifles should be able to compete at similar ranges. --- Snipers are great and they don't need re-buffed. In fact, I think snipers are a great example of what balance ought to be like for all weapons: Low impact snipers have more ammo in the mag and higher aim assist, so they reward rapid body shots as well as head shots, but high impact snipers are necessary to rez snipe or shut down supers, at the cost of user friendliness, with comfortable middle options in between. Snipers are only less dominant because of how good HRoF pulses are in general, but especially when you combine them with high caliber rounds. It becomes difficult to use even the most balanced snipers when low impact weapons flinch as much as they do.
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