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originally posted in: Thoughts on Weapon Balance
12/16/2016 2:02:41 AM
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I've replied to a couple of posts in here, but here's my 2 cents... Shotguns DO NOT need a nerf. I've been playing Destiny since the beta, I've logged around 3,000 on this game, and the current range on shotguns is pathetic. The problem is most primary weapons can't kill a shotgun rusher before they can close the gap. There's nothing wrong with the Clever Dragon, it's actually an effective weapon with a decent TTK, so everyone's using it. What we need to do is pull the TTK of other primary weapons back in line. Adding crazy flinch to snipers only made things worse. "Primary weapons are weak, I spend most of my time looking at the sky when I snipe (thanks to flinch), so I guess I'll put on a shotgun..." HAND CANNONS: Remove bloom from hand cannons. The fact you HAVE to have a range perk to make them usable is stupid. And when your shooting someone there shouldn't be any RNG involved. Otherwise I think hand cannons are fine. The only reason people are all using the Palindrome, Eyasluna etc is they're the hand cannons with a good range stat (assuming you have rifled barrel). If the accuracy (bloom) wasn't tied to the range perk, people would likely use a greater range of hand cannons. Range stat should dictate the damage drop off, that is all! PULSE RIFLES: Fast fire rate pule rifles (i.e. Clever Dragon, Grasp etc) are good. That's how a primary weapon should feel. Both the low and mid fire rate pulse rifles need a buff though. Mid fire rate (Hopscotch) should kill with 2 head shots and one body. Low fire rate (Spare Change) should kill with 2 head shots (including max armour guardians). A slight buff to body shot damage would be good too (to help deal with shotgun rushers). Remove HC Rounds from Pule Rifles. AUTO RIFLES: Auto rifles have sucked for a long time. Doctrine was briefly good, but it got nerfed. Buff all auto rifles, and give them back the same head shot multiplier as other weapons (was 1.5 I believe, is now 1.25?). Fast fire rate should be as Doctrine was originally, but increase the damage drop of at range (i.e. this type should melt up close, but be of little use at distance). Mid rate auto rifles (88 - Paleocontact) just need a boost to damage. Slow fire rate (77 - Shadow Price) autos need a buff to damage, and they need a boost to range and stability. SCOUT RIFLES: Buff scout rifles in general. These are meant to be mid-long range weapons; they're not good up close, so reward accurate shooting. 52 fire rate should kill with 3 head shots and one body. 42 fire rate should kill with 3 head shots. 37 fire rate should kill with 2 head shots and one body. 27 should kill with one head shot and two body. I like the idea of HC rounds being intrinsic too. SNIPERS: Undo the recent flinch increase, and undo the nerf to ADS/handling speeds. Basically roll them back a bit and they're good. SHOTGUNS: A slight increase to range. Yes, a slight increase *gasp*. The current range of shotguns in Destiny is pathetic. If you played year one you know what I'm talking about. Just compare it to any other FPS and you'll see. Back when Hawkmoon, Thorn and Last Word reigned supreme, shotguns had shot-package and a greater range. They were good/usable, but not dominant. If we buff primaries we want shotguns to still be viable. SIDEARMS: General increase to stability and a slight increase to range. FUSION RIFLES: Other than Saladin's Vigil, most fusion rifles feel pretty average. I'd boost their base stability and rate of fire, but make the range stat seriously dictate their effective range and/or damage drop off. SIDE NOTE: Hawkmoon, Last Word and Thorn are average at best. Make them worthy of an exotic slot! These have all been nerfed so much that decent/good rolled legendary weapons are chosen over them. I run truth as my exotic as there's no exotic primary or special weapon that's of interest to me (I used to rock Hawkmoon religiously, but it's just too inconsistent now). Things like Red Death etc fall into this category too. SIDE SIDE NOTE: In regards to sub classes, people seem to hate Stormcaller melee range and Juggernaut Titans. I think if people could actually kill these Guardians in a timely manner, these sub classes wouldn't be so annoying. I would reduce the melee range slightly, and reduce the titans shield (it can tank a golden gun shot, wtf?!?). The nerf to Sunsingers was a little too harsh. Firebolts with Viking Funeral were OP (facing a fireteam of 3 Sunsingers in Trials was horrible), but the nerf pretty much ruled them out of cruicible. Give the firebolt grenade back it's original range/tracking time etc, just leave the burn as it is now.
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