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originally posted in: Thoughts on Weapon Balance
12/16/2016 8:12:12 AM
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HC: increase thorn and hawkmoon's stability and a hand-loaded of range for both hand cannons; it's a shame their place as an exotic has been rendered useless. Regarding TLW, make the exotic perk exotic and buff accuracy. PR's: Red death archetype: increase base range. Hawksaw archetype: increase base damage to pretty much identical back to TTK's release. Clever Dragon archetype: remove HC rounds completely and perhaps a small range reduction? AR's: Buff base damage to all archetypes (including doctrine of passing archetype) and increase base stability to ALL archetypes, as well. One literally needs counterbalance, braced frame, and persistence perks to make an Auto usable. Scouts: Buff damage on all archetypes EXCEPT Colovance's and MIDA's archetypes. I believe those two are pretty balanced. Shotguns: Reduce the additional impact on the matador archetype and/or adjust the rate of fire into say...a Felwinter's. Snipers: Add a distance drop-off to the inflicted flinch induced by primary weapons. At its intended range, a sniper shouldn't be unable to land a headshot on a pulse rifle/auto rifle user.
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