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2/24/2017 12:43:19 AM
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[quote]Or put sidearms in line with the other specials.[/quote] We are looking at doing something closer to this. Sidearms will still have to unique ability of spawning with Ammo, but they won't continue to hoard all the ammo you pick up once you die. Click the link for some more changes we are considering.
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  • Edited by CatMan: 2/25/2017 7:18:00 AM
    Not bad bng[spoiler]bet you thought I'd troll lol[/spoiler]

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  • Man.... see how bad everyone missing their specials.... Too bad primaries are soooooo weak. I bet reducing their TTK by say....33% should easy those special weapon woes

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  • Something still needs to be done about the fact the shotguns have seen an average use of 2% since patch. This isn't balance dude, you failed in not nerfing into the ground.

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  • . Cozmo didn't fail, Bungie's trying new things and experimenting/testing. Where did you find the 2% stat?

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  • To me it seems like it's failed. The stats are from Destiny tracker and Gigz posted them on Twitter

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  • Most definitely not my favorite update. But it's not too bad. I've done nothing but use shotgun hand Cannon and auto rifle occasionally since Destiny's been out. For PVE and PVP

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  • Sidearms need to be in line with other special, this is not enough...either 0 ammo on spawn or all other specials get 2-3 bullets per spawn(preferably). Spawning with ~15 bullets of ammo on a sidearm is enough for 1-3 kills, much better than spawning with 0 on everything else.

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  • Edited by DuplexGorilla53: 2/24/2017 5:25:55 AM
    I switched over to sidearm from shotgun which I used since first stepped into crucible so I wouldn't have to chase crates and watch a 20 second video on how to load a shotgun every time I died and I still agree with not having them keep and keep and keep ammo. Leaving them with a spawn in clip like before will be fine with me. Nearly forgot fixing back some of the health regen nerf is a good step and taking some of the pounding back from blink also the right direction. No sense in ruining things in the game for no reason.

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  • Edited by CaptainW1nky: 2/24/2017 5:19:03 AM
    [quote][quote]Or put sidearms in line with the other specials.[/quote] We are looking at doing something closer to this. Sidearms will still have to unique ability of spawning with Ammo, but they won't continue to hoard all the ammo you pick up once you die. Click the link for some more changes we are considering.[/quote] I want to get on the complaining band wagon because I never complain about anything so hmmm let's see here. Nerf fusion grenades. Should they even track enemies and curve towards them? They aren't magnetic like magnetic grenades... speaking of magnetic, fusion grenades shouldn't stick either because well they aren't magnetic. Same for flux grenades. Hand cannons can shoot entirely to far. They shouldn't be effective reliably outside of 15 meters. So when your picking your loadout you have to make your decision hmmm do I want a high power cqc weapon, an auto rifle that will melt up to 30 meters or use a scout/pulse for range. Shotguns are extremely inconsistent. If they are going to be rng based of if they are going to kill or not they should be effective at greater range... I dont even use shotguns and I know they suck that's how bad they are. Fusions are pretty inconsistent as well. One second your mapping people the next your barely taking away someones shields at 2 meters. Snipers.... well it's a sniper.. they are big how would you quick draw that... plus they are heavy. Not to mention they are snipers not shotguns so why are all the scopes ultra low zoom besides say eagle eye? They should all be eagle eye it's a sniper after all.... except no land it has no scope so why does it magnify? Your nerfing it so you could buff it right there by getting rid of its magnification. I could go on and on but man........ this games broken.

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  • Did you seriously just say hand cannons (yanno, the type of gun that's meant for range and accuracy) should have half as much range as an auto rifle (yanno, the only weapon meant to "melt" in cqc?) No wonder this game's broken as fck, the players are out of their minds lmao

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  • Edited by kiLLjoy: 2/24/2017 2:56:21 PM
    Do you what i find really annoying? Dying, switch weapon to sidearm, invective or ice breaker until special spawns, swtiching back to initial secondary to pick green up. Dying again, swtich weapon to... If someone is to do this every time he/she dies, that player will surely spend half of the game switching between weapons and reloading. So pls pls pls pls PLEASE tell the devs to make it possible auto load special into magazine when you pick them up (like heavy). It will be less annoying and pvp a little bit less boring than it is at the moment. Thanks.

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  • But that would eliminate the idea of those warlock boots dont you think?

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  • Or use a primary...which would then solve all issues of switching back and forth and constantly reloading... That or don't die as often.

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  • You mean Special?

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  • Yup special.

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  • 0
    So, what I see is to combat the most recent nerf (I believe you are getting near the 8,000 nerf achievement/trophy), you plan to nerf more? Sidearms, Skorri's, Truth (nerf -2 and +1 still equals nerf -1 in my eyes), and No Land Beyond. Nothing on fixing your health regen "accident" or anything important for PvE. PvP rules the day! Just hit that nerf button more! Bungie is truly crashing and burning.

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  • Hey Cozmo, I'm honestly not trying to offend or anything. This game is great and I've spent a lot of hours enjoying this game, but I know a lot of people with a lot of questions and complaints that seem to go unheard. Are you guys going to do anything to address the increasing number of players that have stopped playing Destiny? You guys have put in a lot of work to create an amazing game, but as of now, the only way to do accomplish anything in crucible (specifically Trials of Osiris) is to use a No Land, hand cannon, or sidearm. Do you truly believe there is a way to find the perfect weapon balance without separating the PVE and PVP balancing systems? Are the crucible weapon usage percentages not enough proof that the latest weapon balance backfired? Destiny 1 sets the bar for Destiny 2, so right now a lot of people aren't expecting anything amazing from Destiny 2. I personally haven't touched the game since my first flawless after the update since I hate using No Land and Sidearms. Maybe this is just the directions you guys want to go with Destiny, which is fine, and I just need to accept that my Destiny days are over and move on to something different.

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  • This is ridiculous! You are forcing us using bad primaries lol. Bring greens back!

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  • Or buffing every primary weapons? Nou, let's Nerf everthing because is overused like mr Josh thinks

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  • In fact! EVERYTHING in this game is garbage! Primaries are garbage, subclasses are garbage, shotty are garbage, snipers are garbage...tell me what i have to use! Then they aren't able to balance anything and continue nerfing things don't need a nerf like the quickdraw nerf!!

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  • Thanks dawgy dawg I like this update. The upfront-ness was good stuff. I'm still curious to know why they would leave sidearms the only special with ammo @ almost all times. Not criticizing it, just curious.. I guess testing ?

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  • One shotgun round or one sniper round or one fusion shot? That would make it an even playing field. Would it not?

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  • Not sure bungie understands peoples gripe with the secondary situation. At least there is better response rate this time

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  • WE WANT TO SPAWN WITH SNIPER AMMO ON OUR LEGENDARY SNIPERS

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