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#feedback

2/21/2017 7:15:40 PM
22

Balance Patch Ideas

[spoiler]A Wild Gringo had appeared[/spoiler]So the new weapon's balance patch is out and has been for a week seeing the sudden changes to the meta (by both what I have heard and experienced), I have concocted a reactionary balance patch. These are just my thoughts on what should happen. [spoiler]just to note I will not be referring to the hungering blade glitch that Bungie has announced they are fixing.[/spoiler] [b]Primaries[/b] [i]Auto Rifles[/i] All auto rifles receive a slight range and stability boost. [i]Pulse Rifles[/i] The Red Death archetype and slower rate of fire pulse rifles receive a damage boost so landing a certain number of bullets (not bursts) equates to a certain armor level. For example it takes 3 precision shots and 3 body from Red Death to kill a lowest armor guardian while the slower rof will take 2 precision shots and 3 body to kill the same guardian. Only a lowest rof pulse rifle can kill a max armor guardian in 2 bursts when all shots hit. [i]Scout Rifles[/i] The fastest RoF archetype like the NL shadow all have the intrinsic perk "full auto" that can be activated or deactivated like a chroma. This perk will make the weapon full auto at the expense of impact. Precision shots from the slowest archetype scout rifles will cause Guardians to flinch slightly when descoped. [i]Hand Cannons[/i] The fastest rate of fire hand cannon like Zhauli's Band have slightly better recoil direction and have more hip fire accuracy (this change excludes TLW) The slowest RoF hand Cannon like The First Curse causes slight flinch to guardians when descoped. They also have increased accuracy at range but no changes to damage falloff. [b]Special Ammo[/b] Guardians who are killed will drop special ammo that can only be picked up by the opposing team. That ammo is proportional to whatever the killed Guardian had, up to a full magazine of special. (They had 3/4 of a mag of their shotgun anmo left, you get 3/4 of a mag of whatever you have). This will help increase special play but not overdue it. It will also encourage more tactical aggressive play. This will also encourage use of faster rate of fire special weapons since they will get more special ammo from a dead guardian. Changes to sidearms below. [b]Special Weapons[/b] [i]Sidearms[/i] When you die with a sidearm, you no longer respawn with whatever amount of ammo you died with. You will always respawn with 2 magazines worth of ammo. [i]Fusion Rifles[/i] Tighter burst spread. The more range a fusion rifle has, the tighter that burst remains at range. Removed any nerfs to fusion rifles when moving. [i]Shotguns[/i] Faster rate of fire shotguns (Invective and faster) gain a slight accuracy buff when standing still (to promote more defensive uses). [i]Snipers[/i] Sniper glint becomes brighter the longer the sniper stays aiming down scope. [b]Heavy[/b] [i]Swords[/i] Nothing [i]Machine Guns[/i] Slightly better recoil directions for fastest rate of fire machine guns. [i]Rockets[/i] Nothing [b]Exotics[/b] [i]Fabian Strategy[/i] With this weapon equipped, you have increased resistance to melee damage. [i]Hard Light[/i] Less muzzle flash. Better recoil direction. Deflected bullets do slightly more damage. [i]Khvovstov[/i] By quickly double tapping the reload button, you can toggle between the different firing modes. [i]Monte Carlo[/i] Double kills with this weapon amplify your melee damage for a short time. [i]Ace of Spades[/i] Exotic perk "precision kills add one extra bullet to the magazine" is replaced with "landing 2 successive precision shots will add 2 extra shots to the mag." [i]Thorn[/i] Thorn bullets over penetrate elemental and over shields. [i]No Time To Explain[/i] Chassis, scope, particle effects are now that of the Stranger's Rifle. [i]Lord of Wolves[/i] Buff to stability when standing still. [i]The 4th Horseman[/i] Getting a kill will automatically add one shot to the mag from reserves. [i]Queenbreaker's Bow[/i] Quickly double tapping the reload button will allow you to toggle between the two scopes and their abilities. [i]Patience and Time[/i] This weapon has no sniper glint when its user is invisible. [i]Hereafter[/i] The blinding effect also suppresses [i]Dreg's Promise[/i] This weapon has no damage falloff and the bolts track slightly more aggressively, but the bolts also move slower. [i]Truth[/i] Truth rockets now can avoid obstacles to an extent. [i]Dragon's Breath[/i] Napalm slows enemies caught inside. [i]Super Good Advice[/i] Increased stability [b]Abilities[/b] [i]Bladedancer[/i] Blink no longer decreases recovery time or disables hud. You blink a farther distance when blinking backwards. While in Arc blade, blink cool down is decreased. You also cover more distance with each swing but you cannot throw grenades while in arc blade. [i]Gunslinger[/i] Tripmine Grenades glow green to teamates. [i]Night stalker[/i] Vortex grenade is replaced with suppressor grenade. [i]Voidwalker[/i] Blink no longer decreases recovery time or disables hud. You blink a farther distance when blinking backwards. [i]Stormcaller[/i] The prior change to landfall is undone. Ionic blink has a slightly slower cool down time Movement in Stormtrance is slightly decreased while holding the trigger to shoot lightning. [i]Striker[/i] Changes to Juggernaught shield from prior patch undone. Instead if you overdamage a Juggernaught shield, that extra damage will carry over to the Striker. All sticky grenades pass through Juggernaught shield. [i]Sunbreaker[/i] Thermite grenade's damage is increased so it kills lower armored Guardians in 2 hits. Hammer's proximity detonation is reduced to decrease chances if it blowing up too soon. Hammer seeking with flame seeker perk is increased. [spoiler]So what do you think? Do you like or would it break the game?[/spoiler]

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  • Nice to see that Bungie is listening.

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  • All snipers should have scope glint period.

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    4 Replies
    • I'm not going to be a naysayer on proposed changes to balance, but we all know Bungie doesn't listen to us anyways. And even though many of your ideas may be good, we know the current sandbox team is entirely incompetent, and therefore, incapable of actually executing your ideas in a way that would improve the game. If you want to improve the balance in this game, the VERY FIRST step needs to be to fire and replace every single person in the sandbox team that has anything to do with weapons balancing. We can't expect the same people to implement balancing patches and expect a different result. The current team has already proven that they are entirely incapable of changing their own balancing philosophies.

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    • You have some good ideas. There's just some things I personally disagree with. I think the change to juggernaut should stay and there was something else but I forget. Anyways, great ideas!

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    • honestly i thought there would be a nerf so this is not valid sorry

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    • Honestly, I think that high rate of fire auto rifles need to go back to what they were pre-nerf, minus the sometimes absurd range that they had. Hrof autos are supposed to be some of the best counters to shotguns, and yet even if you land all Crits, a hand cannon or pulse will kill faster with less precision. If you can control recoil, a hrof auto should be the fastest killing primary weapon in close quarters, besides maybe the last word.

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      1 Reply
      • Edited by HUGOTOKOK: 2/23/2017 4:08:51 AM
        I actually like the new meta in most parts. It really brought the primary gunplay back. But special ammo is a PROBLEM! What should be done now is this: In casual crucible make it so that all specials loose their ammo and after you pick-up the crate they should be already loaded. In Trials of Osiris you, on the other hand, don't loose your special ammo (the way it was till now). Just let the people tryhard with whatever they need. And nerf the No Land Beyond aim assist a rework the hit-registration system.

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      • Give stormcallers lighting nade if ur giving nightstalker surpressors over pulse

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      • Low it all, but buff sunsinger and give nightstalker scatter instead of surpressor, it makes more sense. All hunters have a nanite nade except nighstalker and the grande has to come from voidwalker, not another defender nade, also surpresor made on a hunter would be stupid, with frostees, u could surpress every 12 seconds. Buff sunsinger!!

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      • In my opinion removing vortex from the nightstalker would fu*k up pve

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      • Please bungie I love my Fabian strategy

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      • When a sniper stays scoped in for the whole game. [spoiler]But in all seriousness, those sound like pretty good ideas.[/spoiler]

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      • Edited by DonnyVBaybay: 2/22/2017 4:04:59 PM
        Buff all pulse rifles. Nerf hand cannons. Revert the clever dragon/grasp/waltz rof nerf and bring back hcr. My pdx45 is good but I miss my Waltz being amazing

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      • Nice ideas, I had similar ideas but I would make the double tap the reload work in the full auto scouts that you mentioned, and I would slightly reduced sniper flinch while being shot with a non HCR weapon.

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      • Why would tripmines need to be green, the ones with white lines around the cone thing are friendly and solid red ones are enemy.

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        1 Reply
        • Just take the special ammo update from last week and drop it so side arms can stop being the meta. LOL @ game balancing. Make special ammo the same all across the board and call it a day.

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        • Bump

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        • 1
          Take the nerf given to landfall and move it to ionic blink. Leave Jug shield the way it is post patch.

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        • auto rifles do not need range or stability increases the high impact autos wreck at range and lower impact wreck at close range.

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        • Meh. Won't solve anything tbh

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        • Edited by Chluke25: 2/21/2017 8:11:24 PM
          I agree.

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