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#feedback

2/16/2017 8:16:15 PM
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Hotfix 2.5.0.2 Feedback

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?
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  • The Good: Buff to handcannon accuracy. They feel very crisp, and that is balanced out by the harsh damage drop off. The only Criticism I have of this is that it doesn't address the absolute need for range. Yes, you can use lower range hanconnons but they are still inferior to a rifled barrel luna or palindrome. Buffs to auto's and pulses. Buffs are always good, but in my opinion you could have gone further. Right now they are still outclasses by handcannons, and thats not even mentioning the archetypes that were ignored during this patch. I would have preferred that clever dragon would become the new standard to shoot for when it came to primary effectiveness, but I guess its a little late for that. Nerf of flinch and hc rounds. Flinch no longer impacts primary gunfights nearly as much as it did which is a good thing. It does still unfortunately jack up a sniper (pulse rifles that is) I would be fine with flinch on snipers if ammo was not so difficult to hold on to. The Bad: Special ammo change. The whole special ammo economy was not what the community was asking to be changed. This game is very enjoyable to use special weapons in, whether that be shotguns, snipers, your favorite side arms etc. They have as much character as primaries. The problem was that they were often stronger and easier to get kills with compared to primaries. Buffing primary weapons to give player a different, and equally effective way of killing people would create just as much weapon diversity as what you have tried to implement, except it wouldn't completely shift how special works in the game, and nerfs would not be necessary. I think the special ammo nerf was the wrong was to address balance problems because nerfing something was in the forefront of bungies mind. This change also completely invalidates or negates the importance of having ammo perks on your armor. Who cares if you can pick up 5 shots instead of 4 if you loose it all when you die anyway? p2. While shotguns and snipers are still used, sidearms and exotics with regenerative ammo/ special primaries (NLB, Uni) are becoming the new meta. While that is a fresh new change, it is not balance, and it is not diversity, it is just a new meta. People get sick of these cyclical metas that eventually become stale and unbalanced as people figure out what the new best thing to use is. Nerfs to shotguns. As someone who doesn't find enjoyment in shotgunning often, and hated the last shotgun dominant meta, I still believe nerfing them at all was a wrong call. They were already inconsistent to the user. The only reason they were oppressive was because primaries were often not strong enough to deter players from solely warrioring people, and nerfs to snipers in the past that encouraged the change. They were not op, just unbalanced in the current meta. Addressing the balance of the meta rather than targeting specific gun types in the crucible will more accurately achieve balance. I would revert all of the changes to shotguns and rework the differences between the archetypes to create more options. Right now there are only 2 viable archetypes, the matador and partycrasher archetypes. Address that balance issue and you will see more diversity in shotgun play alone. Nerfs to Subclasses: I have no idea why blade dancer was nerfed in any capacity other than skip grenade tracking distance or aggressiveness. The class was one of the weaker ones in the whole game, which become increasingly more obvious the higher skill level lobbies you played in. If anything, blade needs a buff. Revert the health regen changes. Completely unnecessary. Revert blink nerf and replace it with a buff. There was no reason at all to nerf that underused and underpowered movement ability. Additionally, nerfing quickdraw just makes me furious. Something that has been unique and intrinsic to the class was nerfed out of the blue with no reasoning to back why it was changed. Completely revert that nerf. The new version of quick draw is pathetic. Quick draw allows players to use different weapons that perhaps were not going to be used before. Like a sniper with no handling perks for example... Imo, buffs are needed to sunsinger: Firebolt arming time and tag radious reverted to pre nerf state. You didn't need to hit that and the damage at the same time. That's overdoing it. Revert flame shield activation time to pre nerf. Have solar grenades start with a small burn bonus damage to incentivize use, then nerf the magnetism of the sticky grenades and you'd have a more balanced arsenal of grenades to use. Buffs to Gunslinger: Revert throwing knife nerf. Unnecessary nerf in the first place. Address gg's weaker nuetral games Changes to Armor Stat: Why? Why nerf that stat which actually gave people a choice between prioritizing different stats. Now it doesn't matter. Diversity is the key right? Revert the armor nerf, and give more impactful buffs or effects of having high agility or high recovery. Special Weapons: Give snipers back some handling speed. That could come from a base handling buff or the reversal of the earlier snapshot nerf. revert shotgun changes like I said above. Give snipers more bullets per ammo brick pick up. It's easier to make four shots turn into four kills with a shotgun than it is with a sniper. (I apologize for any spelling mistakes, I don't have much time to edit, gotta get back to work) There are more changes, but I've already taken up alot of time and doubt any of these will filter into future patches anyway. You have control of you game Bungie, but perhaps more care and attention should be devoted towards the community's cries for balance rather than a bandaid for the current wound of a meta. And remember, buffs are greater than nerfs!

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