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2/25/2017 11:05:02 AM
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Let's take a Serious look at the (Proposed) Sandbox Changes (Lengthy post - Part 2 of 2)

Here we are with part 2, and I'm not going to waste any time here, so let;s get straight back into it. Primaries: Have always been good. Don't let anyone ever tell you otherwise. Specials were just better for a long time. I'm happy with how most are performing overall, and I believe the "Weapon usage graphs" tell a similar story. But Bungie! For the Love of all things good in this world! Make Hakke Pulse rifles Usable Again! Just a small damage increase is all they need. The max impact ones, need to be able to two-burst with headshots and the lower impact ones need to have relevant killtimes compared to other pulses in the meta. On that note, Mid impact pulses like Red Death and Nirwens Mercy should have a small precision damage buff, so that they can two-burst low-mid armored targets in the crucible. (armor ratings of 1-4 should be two-burstable with all headshots) bodyshot damage should remain unchanged. Mid tier autos could do with having a damage buff so that it takes just one less bullet to kill. (you'd be surprised how much better that would make them feel) Specials: This is the part you will have been waiting for... Do I think that the special ammo changes were acceptable? No. I think they were on the right track, but no, I think Bungie went a little too far with losing ammo on death. I think that a better solution would be to spawn with 1 mag on respawn instead of nothing, regardless of how much excess ammo you had stored up. (Say you have 12 rounds stored up in your sniper and you die. One respawn you would have the 4 in your mag and none in reserve. If you had 2 shots in your sniper ie, two bullets in the mag and none in reserve, you would spawn with those two bullets. dying with no special would remain unchanged, If you die with squat, you respawn with squat.) this change would also extend to dying in 3v3 playlists with revives. being revived should count as a death, and therefore you should respawn with only the rounds of your weapons clip remaining in your stores. I think that this would improve the viability of perks like extended mag and casket mag over perks like quickdraw on snipers and range perks on shotguns etc. A simple fix to remove extra rounds for people who try to abuse this by swapping to these perks and then taking them off would remove any and all cheese factor from the benefits that these skills would bring to the table. Other changes I'd like to see is added benefits to running super low and super high impact variants of special weapons. Take snipers for example. Currently, there is no real benefit to running a low impact sniper over running a 1000 yard impact sniper aside from being able to double bodyshot people faster. These snipers should have benefits such as faster handling and reload speeds, having a larger magazine sizes and having more reserve ammo to compensate for their inability to res-snipe or counter roaming supers. Apply that method of thinking to other special weapons (excluding sidearms) and you'll have people trying out all manor of special weapons, because they have reasons to be picked, and people will be able to use them more often, and therefore get more out of them because death isn't punished as harshly as it is currently. How this change would effect Trials would be this: You start round 1 as normal, with normal ammo reserves. but if you had ammo at the end of round 1, instead of spawning with your whole clip of ammo, you would only get one shot or a small portion of your mag to work with. Snipers and shotguns would start round two, And all subsequent rounds with 1 shot in the mag. Fusion Rifles would start with two shots. Sidearms would start with their base magazine size with no extra ammo granted. This way, the strategic nature of getting pick offs at the beginning of a round can still be played with non-exotic special weapons, but also means that choking a shot completely nullifies that persons special weapon threat, while if they do get a pick, they are left with only a primary to try and deal with the player being revived. At least until special ammo spawns. I would also say that dying in a trials round should result in the loss of all excess ammo as stated above. And all remaining ammo in the mag would be removed save the 1 - 2 - 12 bullets that the weapon starts with at the beginning of each subsequent round. Heavies: I for one would like Heavy rounds removed from trials. other than that they do their jobs to the "T" in all ways. I believe it was said at some point a long time ago that [i]"Heavies deal stupid amounts of damage in a ridiculously short amount of time."[/i] (If any of you remember where that was said, tell me in the comments, and I'll tell you if your right ;P ) Time for some specifics: No Land Beyond: So, in the TWAB, it was announced that NLB would be receiving a nerf to its unflinching properties in order to "Make it more like the sniper that it is." Another example of Bungie nerfing things without fully exploring what else can be done. I believe that the best way of reigning in NLB is to drastically increase the effectiveness of the perk Unflinching. yeah, remember that perk that doesn't exist any more? well, it does still exist, just no-one uses it because IT FREAKING DOES NOTHING! If that perk was buffed so that it had a noticeable effect on reducing flinch then NLB wouldn't seem so over powered. But before you go keyboard warrioring on me, I will stipulate 2 things about this change: the Unflinching perk would only be available in the same upgrade node that Hidden hand is available in [b]Across all snipers in the game[/b] (Including Her Benevolence) and would also remove a significant portion of aim assist from the gun. This I think would be a fair enough change to balance all snipers further, and would create diversity in the sniping community other than the mindset of [i]"no hidden hand, -insertnamehere- just found 3 legendary marks."[/i] Making other parks more desirable is what Bungie need to do, Coupled with the other Special ammo changes listed above, to make NLB feel less viable and reign in its usage in the current meta. Let's be real here for a second, NLB is literally the only gun in the game that has some sort of skillgap in its usage, in order to be effective at high level play. nerfing that kind weapon that a casual player takes one look at and says, "Never gonna use that" is not the way to go, because it makes the weapon even less accessible to casual players. (As a personal statement as of the creation of this post I have over 3500 kills with the gun with a 65% headshot average, which doesn't sound like a lot, but when you factor in that almost all of those have been in PvP games, that number means a lot more about how much time I have put into learning how this weapon works. Point being, I know the benefits and limitations of the gun and have a handle on how strong it is) nerfing NLB is not the way to go here. the gun is fine as it is, it's just out performing other snipers because it;s the most convenient sniper around because it doesn't loose ammo on spawn. Sidearms: Are in a really interesting place right now. Their ability to hoard ammo makes them strong in the current meta because people have two weapons, and therefore two sets of optimum ranges to work with (particularly in the sense of NLB sidearm users) But I think they are fine the way they are overall. I think that if Bungie were to implement the changes I have listed above, Sidearms would find their niche again rather than being as prolific as they are right now. additionally, I don't think that different arctypes of sidearm need to have added benefits like snipers and shotguns do. Sidearms kinda all do the same thing as one another regardless of arctype, so i don't see a need for any changes in that department. So there is is guys, my 10 cents on how I think the crucible should be changed, If you haven't seen part 1 then you can find it here: [url]https://www.bungie.net/en/Forums/Post/222671852?page=0&sort=0&showBanned=0&path=1[/url] and otherwise, plaese leave your comments and thoughts below, I'd love to know what you think about my ideas. Razzar out. [spoiler]I'm coming for you Deej...[/spoiler]
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