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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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  • Heres a preview of the patch. Handcannons. -We felt handcannons are still too accurate, and dont simulate simulate the accuracy of a fired musket yet. So we increased bloom by 100% -Ammo magazine size decreased across the board by 50%. -Ammo reserve size reduced by 25% Pulse Rifles We heard your feedback on the over abundance of pulse rifles in the crucible. So we made some changes in response to that. -Clever dragon is receiving a range, and stability buff of 25% -All pulse rifles will receive high caliber rounds as an intrinsic perk. -High impact pulse rifles, i.e. spare change, will have their stability reduced by 35% (They were to easy to use) - Medium rate of fire pulses will receive a range increase of 0.04%. We hope these changes make pulse rifle usage vary throughout the matches. Fusion Rifles We saw that fusions were being used again, and that's great, but they need some changes. -decreased stability by 50% Snipers There is only one sniper we need to look at. The matador was an interesting concept but it has a hard time competing against longbows, and other snipers in the crucible. As a result. We decided to increase its range by 200%, and added a sniper glint to compensate. -Other snipers will have reduced reserve ammo capacity by 13% We also thought NLB was to easy to use in combat due to the lack of flinch it recieves. So we added the ability for it to missfire, and explode that results in user death 50% of the time. It makes it a high risk-reward gun. Exotics. Garrison has been removed from the game. -Graviton now grants shadestep to all classes -Heart of th praxic fire now decreases fusion grenade cooldown time by 80%, and allows the user to carry 3 fusion nades. Class changes -coming soon: those guys who balance subclasses are still watching the burrito in the cafetria microwave spin, they'll get back to us when its done. They said something about buffing stormcaller melee range, and nerfing sunsingers. Economy changes -Nothing new to report! Stay tuned for more updates! <3 Deej

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