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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2 RepliesEdited by Dolphin: 1/24/2017 6:44:39 PMNo long intro just my thoughts: [b]Hand Cannons[/b] - Remove bloom (did't work well in Halo Reach either) - HCs have (arguably) the largest skill gap in the game make the the kills feel rewarding. - Make the Exotics feel as there are named. Removing bloom will do it for TLW, Boost base range for Hawkmoon, Give Thorn more accuracy and and bring the DoT to where it will kill with "Head-Body-Body" shots so it will shoot on par with the HCs used. [b]Pulses[/b] - Remove HCRs or at least from the Hawksaw and Clever Dragon families. - Use the Pulse damage layout from TTK, that was balanced until you could put max stability on the Red Death family. So minus Red Death lower the base stability making it harder to hit that 2 burst kill. [b]ARs[/b] - Bring back Y1 ARs, or something close. Sorry I don't have more on these I don't use them much. [b]Scouts[/b] - These are in a great place right now, leave them where they are. [b]Snipers[/b] - Remove the ADS flinch from the last patch. - remove the range stat, I don't think a sniper should have a range limit. Replace it with a Accuracy stat like most other games have. [b]Shotguns[/b] - Don't nerf them into the ground, but make it harder to get a kill. The high impact ones should have lower range and remove range finder from them. - Other families could use a range buff. [b]Fusions[/b] - Make the projectiles shoot tighter together and all at once. - Fix the glitch where the projectiles randomly disappear when you die making a trade impossible. - Give them a faster ready time, you almost need Quick Draw to use them right now. - A stability buff would also be helpful [b]Side Arms[/b] - These feel fine right now, there might be a balance problem with the changes I have stated above though. In that case lower the Damage a little, some of them feel like LMGs are hitting you. I also think that they should not out gun HCs, which right now they do. [b]Overall Changes[/b] - Lower the flinch on Primaries A LOT. Be able to flinch someone out of hitting their target makes getting a kill more RNG and less Skill. - Lower flinch on secondaries a little. In my opinion Sub Classes need to be looked at as well but this is just about weapons. [b][/b]