The latest patch destroyd handcannons in
PvE.
In exchange voor acc. the dmg was nerft in to the ground ( due to what I suspect is a glitch in the dmg fall off because it acts diverent in divertent situations).
Even with max range Hc's the dmg at the closesed range has bin reduced to nothing.
I tested it with all arc. types and diverent perks (explosive rounds included).
The dmg fall off is extreme!
To be clear i'm not talking about cross map shooting but shooting at close range!
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I like hand cannons in PvE rn
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Luck in the chamber happened twice for me ... 112 and again 112 in pvp ... same enemy ... thats crazy
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um damage drop off should occur when your shooting out of hc range. at range they hit like a truck. hc are pretty good in pve if you shoot at its intended range.
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Not a glitch, it s for the pvp nerf
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And this is why PvE and PVP need to be separated
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I would take an accurate handcannon over rng any day. Anyone who's upset about the HC changes (even in pve) clearly doesn't use them in their intended range. Git gud [u]Fam[/u]
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What they did with the shotguns a buff of 20% for pve they should do that with handcannons to
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Anyone who is struggling in pve with hand canons must have potatoe aim because I'm doing fine. They still one shot exploding shanks and thrills so I don't see what you lot are seeing.
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I noticed this as well. I have been using the First Curse and Fever & Remedy recently and the damage fall-off in PvE is absolutely ridiculous. I use the raid hand cannon a lot and I noticed it immediately in the Malok strike, where I used to be able to maintain pretty decent damage output from the area in the back against Malok, now the damage from that same distance drops by several THOUSAND. They have rendered HCs totally inept.
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The entire freaking community asked for one thing, no nerfs to pve.......... It's staggering just how little they care.
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It's actually pretty bad. With explosive round rifled lingering song I could 2 shot vex goblins nearly across the map in undying mind strikes first area. Now it can take up to 4-5 shots. Nah this update -blam!-ed HC's usefulness in general pve. There's little reason to use them anymore except for messing around. Anyone who says otherwise doesn't care about HC's in pve.
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I really hope English isn't your first language.
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Hand Cannons are [i]fine.[/i] A range nerf (and a small one at that) in exchange for [i]Year One[/i] levels of accuracy on our first shot is a hella deal. You just need to take an extra step towards your target amd [i]pace your shots.[/i] The more you spam the trigger, the more you'll miss.
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My Imago Loop is still doing over 10,000 damage per precision hit in Heroic Strikes and the Nightfall....
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Wait for the Primary Skull...
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Edited by JungleofTaxemes: 2/22/2017 11:18:46 PMDid you not read the patch notes? HCs still do full damage at close range, so you're flat out wrong there. They now have 5m less full range (about 30m max) and at very long range they do 33% of max damage instead of 50. This was in exchange for accuracy. There is no 'glitch', what they said happened happened.
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I use hand canons all the time in pve, I don't see any problem. My imago loop still shreads anything. Used eyasluna for precision bounty no problem there either.
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It's true rip hand cannons and that basically means rip for Destiny for me folks.
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Honestly, for ammo reasons I wasn't running a hand cannon much TBH but the nerf has totally taken them out for me.
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Edited by TheWinterSoldier: 2/23/2017 3:25:06 AMI've been using variants of the Imago in PvE exclusively as my primary since the patch dropped. Current role is Sure Shot, Spray and Play, Rifled Barrel and FireFly. The range is 62. If anything I've seen an increase to my success with the first shot fired not being subjected to RNG. If I pace my shots there's no issues. Even when I rapid fire I'd say it feels like 80-90% of my shots still land. Granted I've had to adjust how far out I can hit but I can one shot thrall, and red bar acolytes and vandals in Heroics provided they are precision. I haven't tracked taking down yellow bar captains and such but I generally deal with yellow bars with special or heavy. Anything I have to put 6 precision shots into with a primary is too long to leave myself vulnerable to everything else on the map and I just don't find it effective. In patrol areas I've been able to double tap (precision)a yellow bar and drop them. I'm not sure what every one means about less damage in close. If you are using them outside of their intended range, sure. If you want to hit those further out targets with no drop off you need to stack range perks. My Lingering Song has a Range of 58 with FireFly and Hammer Forged. I can toggle FireFly to range finder to push its range a little beyond what my Imago does but I've always preferred the fatebringer archetype for the ability to rapidfire and consistently land precision shots. People will tell you you want explosive rounds on the Imago, for what it's worth any hand cannon without a range perk is the middle is trash. You want Rifled or Reinforced barrel and hand cannon reloader gauntlets.
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Yes. I think it's enemies that are lower level than yourself.
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That worries me, I should test this for myself first thing tomorrow.
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To bad so sad that we may not see this patch undone until either a new content drop or until destiny 2