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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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  • Edited by DVD Player: 1/14/2017 7:01:08 PM
    Been playing some more, and refined my thoughts a bit better. [b]PRIMARIES[/b] - Bring flinch against primaries down a bit. - Nerf HCR. Don't just remove it as a perk on certain weapons; reduce its effectiveness on higher rate weapons (with an overall reduce in effectiveness overall, but on faster-firing weapons in particular) - With that in mind, add it back to MIDA, but in its new, less-effective mode. - Fine-tune damage fall-off on Handcannons and remove bloom. It's possible to keep them in the niche of close-range fighting without making them hit-or-miss weapons. - low-RoF AR's need some love; maybe a reduce damage fall-off on those guns to give them a better range compared to faster firings, to better define their niche. - AR's in general need a slight damage boost - meanwhile, Pulse Rifles need a slight range nerf. Right now it breaches into Scout Rifle ranges. [b]SPECIALS[/b] - Range nerf on Matador64 SPECIFICALLY. - Increase the amount of precision damage needed for a one-shot Shotty kill [spoiler]Regardless of what others are going to say, Shotties are still a problem. Compared to other Special Weapons that are capable of a one-shot kill, Snipers require a headshot, Fusions require a set number of bolts to land, Chaperone needs to land a headshot, and... Matador? Achieve an arbitrary distance from the opposing player. Buffing primaries alone is going to raise the overall time-to-kill on everything, and that's BAD for the game, believe it or not, as we get closer to those engagements where engagements... aren't engagements; it becomes a greater matter of who-sees-who-first and it takes the fun out of the game. Shotguns shouldn't be nerfed to the ground, but there's an obvious divide in which archetypes are used over which are not. High Impact Shotties absolutely dominate shotgun use in the Crucible, to the point that seeing something that fires even remotely faster is such as rarity that I can only respect those players for doing something different. Making the one-shot kill on a High Impact shotty would demand a more calculated/careful use of the shotgun to make the most of it; actual practice beyond just knowing to slap after using it. It's no fun dying to some dude while at full health just because you were way to close, even a distance as stupid as the Mapador, and something needs to be done about that.[/spoiler] [b]HEAVIES[/b] - No real complaints; although maybe a slight reduction on how much ammo a machine gun gets per brick in PvP. [spoiler] [b]EXOTIC WEAPONS[/b] - Reduce screen-shake when using Hardlight. This gun is one of the coolest weapons in Destiny, and it sucks that its use is hindered greatly by the earthquakes it causes on your TV whenever you fire it. - Some buffs on Touch of Malice. It'd be cool if that gun wasn't just useful for one activity and one boss fight in that activity only. - Some buffs on the Khvostov, particularly its different firing modes. This is a very interesting gun, but it'd be cool if the firing modes were more useful beyond flavor and being there just to look pretty. - Suros Regime is pretty bad right now; the focus-fire perk needs to not bring down your DPS, but rather keep it consistent with what it was before you zoomed in. - Dreg's Promise is kind of a joke still. Come on, Bungie. - Super Good Advice could use a slight stability boost to increase its consistency in use. [b]EXOTIC ARMOR[/b] I can only really speak for Hunter exotics out of experience here, so don't take this is as the only changes that I think should be done, but just what I know from my experience. - Shinobu's Vow is just a little too good, man. - Don't Touch Me needs to do more than it does. In its current state, it's only useful in some very, very, very niche situation and needs to add more to its toolbox than it has. - the ATS/8 ARACHNID is pretty much useless. Maybe add something like a boost to Golden Gun length with each kill as well; something to convince a Hunter to actually use this. - Knucklehead Radar. Talk about something made obsolete by an Artifact that does its job better. Something needs to be added to really differentiate this from that artifact; something to set it apart and convince a Hunter to run this over that if they want. - Radiant Dance Machines are all at once cool and disappointing. The movement speed boost is so negligible that even in the game mode where it makes a difference (PVP) it still doesn't. Something should be added to better increase its utility for boosting the mobile Hunter, either a base increase to overall agility (a significant one), or a boost to sprint speed, or something. [/spoiler] [spoiler] [b]HUNTERS[/b] - Hunter grenades, save Incendiary and Skips, are pretty, pretty bad. Like, really bad. Nightstalkers have almost nothing good in their toolbox, and the fact that you need to use your Smokebombs to make any of these grenades actually good is just a bad sign overall. The Wombo is pretty good, but their grenades are just bad on their own. - The Gravity Bow's use is still painfully inconsistent. Landing even a direct hit on a super such as the Arkblade or the Stormtrance doesn't do anything to save you; they're still able to get the hit(s) in to kill you, and way too often the Gravity Bow just becomes the Sacrificial Lamb to save the team but you're still going to get killed. The tether/tether effect should apply almost instantly once it impacts on a surface, and it should pulled Arkblades out of their current lunch instead of letting them get that last hit in. [b]TITANS[/b] - No real complaints; just that Juggernaut Shield is some pretty hot BS for being able to tank absolutely anything. [b]WARLOCKS[/b] - Stormtrance is still ridiculous for what it does in PvP, being basically a better overall Arkblade. - The frickin' ranged melee is ridiculous. Having the added bonus of their extra shield on hit along with how much damage it does is just silly overall. Yeah, this is probably salt overall, but it still feels really cheap to die to >:/ [/spoiler]

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