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#feedback

Edited by Crixus_Cestus: 1/16/2017 11:53:04 PM
18

Crucible weapon balance notes (my dream update)

Auto Rifles It seems since the last update, auto rifles have not been able to perform as expected. Considering the changes we made to pulse rifles our small adjustments should be enough to make them more balanced. The goal is make autos an effective cqb weapons that can possibly content with mid-short range with steady aim. The doctrine of passing style weapons were left untouched because of its ability to inflict flinch and rapid damge. -Slightly increased handling for all autos -Slightly increased ammo in clip for legendary high impact autos -Slight increase to precision damage for mid and high impact autos -Slight reduction in damage fall off when range is added via perks Pulse Rifles Pulse Rifles are intended to be a great mid range option that rewards pulse control, but testing has revealed certain weapons (Grasp and Dragon) can be used effectively in a wider variety of ranges. -Increased the damage fall off for all pulse rifles archetypes thus making the range stat more important when trying to prioritize stats -decreased the amount of flinch for high rate of fire archetype Scout Rifles Scout Rifles are in a good place and are looking stronger with this update with increased damage fall off on Pulse Rifles, so the only change we made will help scouts maintain their dominance in mid-long ranges without becoming overwhelming in mi-short -Slight decrease to weapon handling Hand Cannon A controversial weapon type ever since we implemented the bloom mechanic. We decided to remove bloom altogether. Now there will be less emphasis on finding perks to increase range. As a result, certain precautions needed to be taken in order to avoid Hand cannons from becoming the dominant force they once were. - increased damage falloff at mid-long and long. -reduction in stability across all archetypes. In certain scenarios pacing shots will be necessary Exotic Primary Many of exotics needed to be adjusted for the sake of balance or because they were not being used The Last Word Already belonging to the fastest firing archetype, the fan fire perk further increased the fire rate. As a result, we removed the bonus fire rate given. It can still fire continuously. To further emphasis its roll of a hip fire weapon super close combat weapon, we brought back increased precision damage on hip fire precision shots! Thorn With the stability reduction already implemented on hand cannons, we felt there were no more changes that needed to be made Hawkmoon We decided to remove the Luck in the Chamber and Holding Aces. The replacement being Icarus and a new perk named Swift Talons(name is a work in progress) which has the effect as follows, increased precision damage will in air. Start flying! Hard Light Fixed the glitch that caused the firing animation to actually represent the stability on the weapon. No more crazy bounce. Fabien Strategy -Increased base stability Red Death -Increased range and stability -Added head seeker as an intrinsic perk Special Weapons Shotguns Shotguns are intended to be the ultimate close range weapon. They perform the way they are intended save for a few exceptions. Ever since its comeback, Matador 64 has dominated the crucible by being able to kill in farther ranges that is appropriate for a shotgun. After the changes, they still perform well, but within its intended ranges. -removed range finder as a possible perk roll for high impact shotguns. Replaced with knee pads. -removed auto fire as a perk than can drop for mataor 64. Sniper Rifle The flinch that was implemented is working as intended. Unfortunately all the other adjustments may have pushed too far. -Increased handling and aim down sights, thus returning them back to where they used to be before the previous nerf Fusion Rifles & Side arms Good place, nothing to see here

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  • This is just stupid! You basically nerf everything except auto rifles which according to what I'm reading you only slightly buffed. You obviously don't know what you are doing! Hawkmoon needs rifled barrel tlw needs a accuracy buff and thorn needs its max range back and 3 tick damage, autos need a large buff in all archetypes overall, high cal needs to be taken off of high rate of fire pulses, and mid impact snipers need a flinch reduction and their one shot super potential back. Oh and good luck hitting something mid air with hawkmoon seeing it has no range.

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    • The hawkmoon part is stupid. Some of them are okay some of them are just stupid the red death one is stupid. Just stop.

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    • Started a new topic: Buff Thorn and new type of hand cannon exotic(2 Replies))

    • This post is cancer. But thanks for making idea!

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    • This is probably the worst idea for a patch I've ever seen. Nerfs low and mid fire rate pulses Massively nerfs hand cannons Nerfs scout rifles Turning the last word and hawkmoon into entirely different weapons that they aren't supposed to be. (Make a new exotic instead, this is simply lazy.) Tries to change hardlight, but shows you don't understand how the recoil on hardlight works. Removed full auto for the matador, even though it reduces its one shot kill range. Buffs snipers in the completely wrong areas. Please just stop. This is awful.

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      • Want to know my dream crucible update? [spoiler]Crucible gets shut down in favour of transferring development resources to creating more PvE content[/spoiler] This would stop all the whining

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        • Love that hawk moon idea. Literally the quad jump hunters hand cannon.

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        • Edited by Animal Mother: 1/17/2017 4:52:23 AM
          The issue isn't weapon balancing. The issue is range. There isn't an update that exist that can change this game from A) short range, or B) long range. That's why we went from shotgunning to sniping and back to shotgunning. I can speak on this because I love fusion rifles (check my stats if you don't believe me). When shotguns first reigned supreme, distance and kill range were coverable in seconds --- like "miss your snipe and you die" type kill ranges. Then shotguns got nerfed and snipers could get off 2/3/4 shots before a shotgunner could get close enough. But, there's been a "secret" "ninja nerf" since and shotguns have seemingly ascended their year 1 ranges... well at least the "mapador" has. Combine that with the idiotic melee ranges these days (Ahem, Warlocks) and this game is a shit show. [spoiler]since when do warlock melees blink jump to hit someone?[/spoiler] Anyway. As a fusion rifle aficionado, if I don't pre charge and fire a blip anywhere on my radar (that's moving towards me) I'm dead. I know career snipers who've switched to slide/shotgun/melee just because this meta is soooo ridiculous that there's nothing else to do. The problem is range. Either it's coverable to fast or not fast enough. There is rarely a mid range, and if there is, it's coverable too quickly or not fast enough. There is ONE time, ONE meta in which this was not the case - the great Pulse rifle uprising on year 2 (Nirwin's Mercy anyone?). Everything before and since that meta has been either long of short range and I guarantee no one can prove that wrong. This brings us to one simple conclusion. Do you prefer shotguns, snipers, or primaries. [spoiler]why do you think it's taking Bungie so long to nerf shotguns now?[/spoiler]

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        • I like the changes that you are trying to make here. The hawkmoon change seems a little unnecessary but I like the way those perks work. I feel the rangefinder change seems good, just not knee pads alone(maybe options like the shot package change). High Rof pulses deserve a nerf and huge range reduction (like high rof autos). I like the auto buff you are proposing too. Snipers cannot go completely back before the flinch patch but it could be minorly brought down.

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        • Buff handcannons, buff snipers, and nerf shotguns...I like the way you think.

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        • If this update were to happen: Handcannons would become trash, nobody would use them Hawkmoon would collect more dust. No one would use last word. Reduced handling on scouts?? WTF Grasp and hawksaw wouldn't be used. Shotguns would remain dominent. Mida would become meta since it would be least effected. Scouts would be meta. Or autos would become really meta. Hmm, no. This would severely narrow diversity even more.

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        • Just -blam!-ing nerf warlocks into the ground. Rest i can live with

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          • This post makes it sound like you favor some weapons, but just want others nerfed. Nerf scouts? Also, hawkmoon is very underused right now, thorn is definitely fine after the nerf to its range, shotguns have crap range compared to y1, and the way to fix that is to buff all primaries. Nerfing TLW and all other handcannons would make shotguns more dominant as they are one of the only primaries that can effectively shut them down. Also on handcannons, nerfing stability and increasing dmg falloff would make it to where you would either have a semi-stable gun with next to no range, or a gun with ok range but very low stability. Feedback pls.

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            • worst ideas ever remove holding aces for Icarus and leave thorn as is and as for SG outside of 5/10 feet they are useless they are fine as is all has to be done to restore some kind of pvp balance is buff primaries end off

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              • No. Autos need more of a buff, Scouts don't need a nerf, your Hand Cannon and Pulse changes are awful, and Shotguns are fine.

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                • The rangefinder change is not needed, it multiplies the shotguns range by 1.05. Its nothing.

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                  • Top read as it was very well thought through. Would be interested in your thoughts specifically on the hop scotch pilgrim pulse archetype. Do you feel your suggested pulse tweaks would suit this type of primary ? Thank you in advance of your comments,

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                    • I agree with most of your changes except maybe hawkmoon. I think changing that much sounds too different and it might be better to just put it on a new exotic hand cannon. But I really like the perk symmetry between those two perks and it sounds really fun! Especially on airborne/small arms nightfalls lol

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