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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24 RepliesEdited by Defyince: 12/15/2016 9:12:50 PMFrom my experience in Crucible, shotties seem to do just fine. I myself shotty [b]and[/b] snipe, so I have the benefit of knowing how both feel. [u][i][b]Specials[/b][/i][/u] Snipers: - increase handling speed - reduce flinch slightly (doesn't have to be what it used to) - buff Unflinching possibly? It just feels like a useless perk. Shotguns: - I think they're fine how they are. They seem inconsistent at times, but that could just be me. Fusions Rifles: -Fusion Rifles feel really great how they are, and I think people just haven't really picked up how great they are. - Buff lower impact FR's. Maybe make them travel just slightly faster? I know that changing how many bolts to kill, even just one, can dramatically change how a weapon like this works. Sidearms: -Seem fine. I get melted by a skilled Sidearm user. [u][i][b]Primaries[/b] [/i][/u] [u]Auto Rifles[/u]: - Fun to use most definitely, but I always feel at a disadvantage. - Buff TTK on low and mid RoF Auto Rifles - Buff handling slightly (maybe) [u]Pulse Rifles[/u]: - Pulse Rifles feel really good as is. The low RoF Pulse Rifles seem to have a good 2-shot to 3-shot ratio, but maybe buff them slightly, whether it be handling to make them slightly easier to use, or damage, to make them slightly more reliable in skilled hands. [u]Hand Cannons[/u]: - The Bloom is a huge debate within the player base, and it's very understandable why it is. - Remove Bloom. Just get rid of it. [i]Please[/i]! - I understand that you don't want Hand Cannons to become the dominant weapon, but Bloom does this weapon type no justice. A shooter should feel clean, and I should hit where I aim. If this makes them too powerful, decrease the stability! [u]Scout Rifles[/u]: - Tune the flinch that each archetype of Scout Rifle inflicts on an opposing player. A high impact Scout Rifle should hit hard, and it should be felt. The lower impact Scout Rifles shouldn't hit as hard. - Overall though, Scout Rifles feel good where they are at. A skilled player that knows how to take advantage of the great range of this weapon can go far. [i][b][u]Exotics[/u][/b][/i] [i]I personally don't use many Exotic weapons, because they're just not worth using over the Legendary weapons we have at hand, but I will list the few that I have used.[/i] [u]Thorn[/u]: - Oh boy, here's a big one. Thorn has been a huge debate ever since early on in Destiny. - I like to think of the DoT as a way to prevent recovery, and keep track of my opponent's general location. With as many times as it ticks, it doesn't seem to do much at all. My suggestion is: Decrease the DoT damage, but make it persist longer. Maybe two, three more ticks? - Bring back its range. Simple as that. If you're afraid of it being dominant, then don't bring back the full 25%. Just give it enough so that it's actually viable in play. [u]Hawkmoon[/u]: - Hawkmoon is in a good position to be honest. If anything, increase the stability a bit, so it's easier to use. A range buff could be helpful, but nothing major. [u]Last Word[/u]: - Consistency, that's all this thing needs. [u]No Land Beyond[/u]: - A friend of mine has an opinion on Mulligan for this certain weapon. - If Mulligan procs on the first shot, return it to the [b]reserves[/b]. - Other than that, No Land Beyond feels like an amazing weapon altogether! [u]Bad Juju[/u]: - Stability buff, nothing major [u]Hard Light[/u]: - Take away the screen shake. Major turn off for many players, including me. [u]Red Death[/u]: - Slight stability buff [u]Khvostov 7G-0X[/u]: - Changes to the firing functions of the weapon. - If I want it to shoot in bursts, let is be a Pulse Rifle. If I want it to shoot single rounds, let it be a Scout Rifle [u]The 4th Horseman[/u]: - Stability buff - That thing bucks like an enraged bull! [u]Ice Breaker[/u]: - Re-evaluate ammo regeneration - There are many people who will just sit back in spawn or wherever and just wait for all the ammo to be regenerated, and this new regeneration length only further increases that waiting time, slowing down gameplay massively. Would it be possible to look at how Icebreaker gets its ammo again? [u]Trespasser[/u]: - Nothing. This thing is absolutely amazing! Love it! Now, I know that this is a [i]Weapon[/i] Balance, but I have something that I feel should be pointed out. For the Memory of Jolder artifact, the perk explains that the Sprint Cooldown is removed. That, as I have come to realize, is in fact [b]false[/b]. The most this thing does is decrease the amount of time you are locked. All I'm asking is either change the description of the perk, or fix the perk to fix the description. I won't delve into Subclass changes, but I think Stormtrance is a bit too uncounterable, IMO.