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originally posted in: Hotfix 2.5.0.2 Feedback
2/18/2017 3:20:38 AM
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The Shinobu's Vow and Thunderstrike nerfs were much needed. I probably would have given Thunderstrike just a tad more range over the other Warlock melees, but overall great job, I can live with it. I'm really liking the rate of fire changes to Pulse Rifles. Low rate of fire Pulse's are now viable where fast rate of fire Pulse's are no longer obliterating everything else, yet still remain viable. It's obvious the changes to Hand Cannons were meant to make them stronger at mid to short range, and less viable at longer ranges. Overall great changes. I've been wondering about hi-cal on Hand Cannons -- glad it's fixed. Always thought the Hunter knife should follow its subclass and deal solar damage -- I like it. Landfall decreasing Stormtrance time just makes sense. I've always thought there should be more of a trade-off for using it. Why nerf blink even more? And why not nerf shadestep with it? Blink has gotten less and less useful while shadestep remains an over powered maneuverability. Intrinsic perks just bother me. The fact that they're intrinsic means we don't really know what to expect. Please -- add all intrinsic perks to the perk tree, add a new column, what ever you have to do -- just let us see what a weapon is really made of! About stickies: I can understand the buff to Flux and Magnetic grenades to bring them closer in effectiveness to Fusion grenades, but as a whole I think stickies are a cheap no-skill way to get a kill. I don' think any sticky grenade should be a one-grenade kill. They should be more similar to the current Tripmine which generally takes all but a sliver of health away, requiring at least a one-tap to finish them off. Truth was overnerfed. You should get two rounds with any Rocket Launcher. I thought loading up a Ward of Dawn with Outbreak Prime nanites was a cool and creative side-effect. While I appreciate the buffs to Auto Rifles, I think they could have been buffed more. After playing with several different Auto Rifles I've been saving with good perk rolls, they are still easily outmatched by Hand Cannons and even Sidearms. Auto Rifle archetypes other than slow rate of fire could have also used more of a buff. I was hoping this update would bring Auto Rifles back into the mainstream mix, but I'm afraid they're still going to be left behind. The low rate of fire Scout Rifles could have used a small buff in rate of fire. Now for the Special Ammo discussion. All of the other changes pale in comparison to the impact the Special Ammo changes have on gameplay and the weapon choices Guardians make. Generally I think the changes make gameplay more unpredictable, because you can no longer expect to have Shotgun or Sniper duals at any given time, except for maybe at the beginning of a match. I believe this unpredictability makes the gameplay less competitive and more sporadic. I've seen more Sidearms than ever, not because they are the stronger choice, but because Guardians are being funneled into that choice. I love Sidearms, but I'm still sad to see Shotguns and Snipers left behind. Fusions are almost non-existent. One thing the Special Ammo change does is makes good Shotgunners and good Snipers even better and more powerful, because once you are killed, they are now the only ones remaining who have Special Ammo. I think it will cause some players to be more careful and campy, especially around the ammo spawns. It will also increase the abuse of spawn killing because they know Guardians spawning in won't have any Sniper or Shotgun ammo to protect themselves with. On the surface it seems like the purpose of this nerf was to increase Primary gunfights and reduce reliance on Special Weapons, while promoting the use of Sidearms. I think it will serve its purpose, but the question is -- is it more fun that way? I'm not sure it is. I hate having to wait on ammo boxes, it just seems like a waste of precious time. Time when I could be having fun blasting someone. Primary gun fights are fun -- until some careful camper comes around the corner with a Shotgun. I realize it's still early and people are still trying things out, trying to adjust. But I think the Special Ammo changes are a bit overboard. Outside of the Special Ammo I'm happy with the other changes overall.
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  • Edited by Nickeoli: 2/18/2017 6:41:17 AM
    Seems like we playing two different destinys

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  • Lost me at "shadestep is op". Shade step should have never been nerfed neither should blink on warlocks or twilight garrison.

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  • You shouldn't be able to shade, blink, or jump out of tracking, IMO. You should either have to run or take it like a man. To be more clear, tracking grenades (axion bolt, skip) should still track Guardians after a shade, blink, or jump. That would put the different evasion abilities on a more level playing field. When you get into the top tier of competitive play, tracking grenades become less useful because Hunters just shade out of them.

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  • What if Blink and Shadestep were pulled from the game? There would be outcry because too many guardians are too dependent on them for movement. What I'm saying is that if they're going to nerf one, why not nerf the other to keep them more balanced? I'm having a hard time believing that they think Blink was more effective than Shadestep.

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  • it's like sayying taking out snipers out of the game, what can you replace it with?

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  • More varied jumping abilities, but without disappearing from damage, and without the ability to shade out of grenade tracking.

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  • Stickies take skill if you know how to use them, so why not just make fusions the same as flux? In terms of damage

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  • Flux definitely take more skill because they don't have the same magnetism. I could live with a change that made Fusions more like Flux. Damage-wise what determines a one-stick Flux kill? I've seen it go both ways where I've been stuck but didn't die, and others where I died immediately. I would actually like to see a nerf to grenade generation time. Too many fights are being impacted and decided by grenades, especially in 3v3.

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