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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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  • I'm actually fine with most of the changes, barring the great idea to send out a patch with some major bugs for seemingly no reason. While the health regen bug doesn't affect me personally, it's an oversight that shouldn't have been allowed to leave the dev computers. A delay would have been nicer than a few weeks of broken gameplay. The hand cannon changes were really, really good. I don't mind the loss of range when I can hit my targets. The buff to Flux Grenades was very welcome. I like things to die when they blow up. Most of the balances to the primaries were welcome to me as a player, personally. I just don't think they did enough to really make them the viable guns they should be. The only thing I really, really, really hate is the loss of special ammo when I die. Shotguns were the only thing I found truly broken in play, and that was mostly indirect as a result of primaries not being able to challenge them outside of the shotgun's range. As a fusion player and one of average skill, I have absolutely nothing to fall back on. I can't use my favorite weapon. It feels like you're punishing the entirety of special weapons to make up for shotguns being so overused and primaries being underused. Could have just buffed primaries to be reliable shooters on top of the shotgun changes. I should be punished for deciding to punch the guy with the boomstick, not punished for not seeing him rushing me until he's *only* a quarter mile away and my autorifle can't quite finish him off in time. This change should be reversed. I'd be ok with special ammo spawning maybe twice a match, as long as I don't lose all of it when I make one mistake. I feel like this change didn't address the issue, simply created a new one. Now the less-skilled players have less means to really challenge the better players, while the better players can continue to stomp us all. On the same issue, as for what I'd change, I want to use my primary because I can use it reliably, not because I'm forced to. With the hand cannon accuracy issue fixed, I think the best course of action would be a small range and stability buff across the board on primaries, as well as a small boost to damage for the mid and lower rate of fire auto rifles so they can kill in a bullet or two less, and bloom being removed entirely at very close range from hand-cannons. If I can shoot my guns reliably, I can deal with not being able to challenge a special at the ranges they're designed to function at when I'm playing poorly myself. When a hand cannon misses at shotgun range, an auto rifle can't kill somebody rushing them, and high-impact pulse rifles kick too much to the left and too high to be useful at any range, why would I choose them over a shotgun or fusion rifle? And as a quick wish to the development team, is it possible to have the Khvostov function as the Scout/Pulse/Auto rifle people wanted it to be? Even if it was specced to only be average at best as all three, the pure customization options we have right now with the perks available would give us an insanely-flexible gun where everyone would have a different set-up. Don't replace any of the perks; keep it a gun first an foremost. Leave the health regen, lucky respawing bullets, and exploding heads to the legendaries. In short, a gun that is the literal jack-of-all trades. Three weapon types in one that doesn't overshadow the legendary options, all by simply being reliable, if average. I love this gun and want to see it live up the exotic status.

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