There are a lot of threads out there already on the new changes, but I wanted to give a central location to point everyone to when they ask me where they can share their thoughts. Now that you have had a few days to play the new changes we want to hear what you experiences have been playing.
What do you like?
What do you hate?
What do you think is good but could be better?
What would you change?
English
#feedback
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16 RepliesIf you are going to remove the radar from blink, and the "invincibility" frames were removed back in year one (if you're failing to shoot people out of blink, that's your weakness as a player, the game physics have nothing to do with it) it becomes a purely mobility based skill. It's loud enough to hear two miles away. Either remove the nerf from blink entirely, or remove the cooldown. The reason there is a cooldown for blink is to keep people blinking in, shotgunning someone from the air, and blinking back out, between the fact that shotgun air accuracy is terrible now and the vanishing radar, there is simply no need to put a cooldown on blink. Seriously. Go into your testing mode, pit a titan skater against a hunter with no blink cooldown. Have them race. You'll find that best case scenario they end in a tie. Both hunters and warlocks need something to be able to keep up with titan skaters and the fact is blink does nothing for you besides get you places slightly faster. So remove the nerf from blink, or remove the cooldown. One, or the other. Either remove health regen nerf from arcblade or increase the sprint speed and attack speed of arcblade. The super has been useless for a while and this was the last straw. Titan is perfect where it is but sunsinger needs some work. I don't use warlock very often anymore so I'll let someone else comment on that. Remove the nerf from truth. As someone who literally never. Ever. Ever. Uses truth. It was a utterly bullshit nerf. Remove it, and post on your news page a photocopy of the pink slip that you just gave to the newly fired member of the team who thought it up. Shotguns. Remove the ammo and loading nerf to universal remote, buff range of chaperone and lard of wolves, otherwise.... Yeah, a lot of people are unhappy about shotgun changes but the class is far from broken. Sidearms. Sidearms actually kinda work okay now, though either need a boost to range, accuracy, or grant autofire or hipfire as intrinsic perks. Remove debuffs from CD and handjob of malok. Have all stagger have a range falloff where the further you are from the target the less stagger will be induced. HCR causes the falloff of stagger to take longer, but increases the damage falloff of the weapon past peak range. The weapon wasn't the problem, the perk was. Buff stability of both highest and lowest rof scoutrifles. These weapons are meant to be used in scenarios where you only have 1.3 seconds of a target being on screen. Having your weapon bounce all over the gods damned place makes the high and low rof versions useless in pvp. Apply the following physics. Strength stat now effects flinch, the higher the stat, the lower the flinch. Intellect decreases the cooldown of "invisible timers". Discipline increases the damage moddifier of headshots in Player vs Enemy and increases aim assist in both pve and pvp. Hand Cannons. Remove additional damage falloff in pve. This was meant only for pvp and should not be in pve at all. Remove additional damage falloff from The First Curse because that's the entire reason the weapon exists, long shots, and it would actually make the weapon worth using for once. Buff explosive rounds by not applying earlier mentioned flinch falloff because the flinch is caused by an on impact explosion. In pvp generate a .025 screen flash on targets effected by explosive rounds, .1 screen flash when effected by a sniper rifle's explosive rounds. Also remove the conflict where critshots that should have killed a target do not trigger firefly. (The fact that the portion of damage dealt was attributed as area of effect does not justify having a landed critshot not trigger firefly. Just include in the equation that if the total damage dealt without explosive AOE would kill the target, simply don't trigger the explosive round with that shot, letting it trigger firefly instead. It's just that freaking simple. Sniper rifles. Explosive rounds area of effect slightly increased to represent increased size of round. Reduce flinch, decrease run and walk speed while any sniper rifle is equipped (these are not agile weapons, maneuvering a 50 caliber rifle in tight spaces or at high speed is not something you do easily.) Fusion rifles, allow weapon to charge and be held like a bow, granting 4 seconds to release the trigger to fire. There is a beep of steadily increasing volume as the timer ticks down, failure to fire in that timeframe causes a venting sound to be initiated indicating that the weapon's charge has been dropped to prevent overheating. Players who are situationally awear will hear the sound of a charged fusion cannon before going around a corner and wait for the enemy combatant to release the trigger or for the charge to be dropped (losing that round of ammo) before proceeding for their attack. Exotics. Return hcr to mida. Gemini I know what it's name means but turn on both perks anyway. Young wolf's howl, buff the energy to match other exotic swords. Queenbreaker's bow, charge can be held much larger than other fusion rifles but produces a light effect visible at range to draw attention to the weapon (with the nerfs made to ammo spawns, this weapon is junk in crucible now). Dregs promise, increase projectile speed. Zen meteor, remove language that kills with each round of the weapon triggers explosive round, replace by all rounds of magazine being a critical shot triggers explosive round. Icebreaker, buff damage of explosion on kill. Hardlight, remove screen shake. Khvostov, -blam!-ING DO SOMETHING ABOUT THIS WEAPON I DON'T KNOW WHAT BUT FOR THE LOVE OF FAUST FIX IT. Ace of Spades, maverick triggers with critical shots instead of precision kills. Thorn. Remove your last debuff, it was a nerf just for the sake of nerfing and has made the weapon a laughing stock. NTTE, in addition to rewind, hitting a target with all rounds of the burst shortens the fire delay of the next burst and increases the rate of fire, repeating for each following shot until maximum possible rate of fire (similar to thunderlord firing faster the longer the trigger is held)... Highly situational this would be very effective on large high armor enemies and be very effective on ultras with large hitboxes, especially if you can maintain critical shots...without meaningfully imbalancing it in crucible. Inappropriate touch of malice, remove the last nerf. Bad Juju, address why it's perk isn't triggering consistently. Vex, Necrogasm, and that other fusion rifle I've never used. Return them to the game, not games or gimmicks, just put put them back in the game by buffing people's old weapons to modern game physics. And for -blam!-s sake, if people have held onto their old raid gear and year one gear for going on a year and a half, bring them current, without any nerfs, changes or arguments, allow all primary weapons to have a chance to drop elemental and figure up a way to have buffed game mode where kinetic weapons are more attractive than elemental ones. Say. Match game, where kinetic weapons will do less damage to a shield than matching elements but are not resisted like nonmatching elements. Or have kinetic weapons do less damage to shielded enemies but more damage to unshieled enemies. There. Done.