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2/28/2017 7:34:37 PM
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I can't believe how many people are calling to un-nerf the shotguns ([i]actually, I guess I can, considering how many of you scrubs can't use anything else to get a kill[/i]). The whole point was to make the game [i]more competitive[/i] so you can't just run around and OH/KO everyone you come across from an unreasonable distance. Shotguns shouldn't have had the range they had, the exception being Chaperone because it uses a slug round and not scatter shot, but that's ANOTHER THING. EVERY shotgun was outranging Chaperone, Matador being the worst culprit and it has [i]horrible[/i] base range. That shouldn't have been happening. To the Warlocks complaining about the Voidwalker nerf- as much as I love mine I will readily admit that the health regen needed a nerf. You shouldn't be able to build a class for near constant health regen at its base elements. Bladedancers don't get health regen unless they use their super and get a kill, and for Sunbreakers Cauterize doesn't activate [i]every time[/i] you kill an enemy with your fire. Voidwalkers have not one, but TWO perks in the tree to trigger health regen, and it was [i]always[/i] a guarantee, even if you just DAMAGE someone with energy drain ([i]and Embrace the Void triggers on Nova Bomb AND grenade kills I mean come on[/i]). And yes, the class was perfect the way it was, but because of all the other nerfs made to other classes, they [i]needed[/i] to nerf Voidwalker to bring it back in line with the other classes. Voidwalkers are still pretty beastly, I didn't notice a huge change personally when I played for several hours the other day. When they do this nerfing it's to balance classes, meaning no one class should be stronger or more "superior" than the other. They should all be equally strong, [i]that's it[/i]. They've been doing it to Hunters and Titans for two and a half years already, it was bound to come around to the Warlocks. Special ammo does need to be fixed. I understand they wanted to force people to use their primaries but to lose special on death is just flat out [i]terrible[/i], especially in Trials where you even lose your special [i]between rounds[/i] (I'm appalled this was overlooked). The best suggestion I've heard yet was to get rid of crates altogether, undo the "losing special upon death" BS, and give Special out on Primary kills. You start with the special you have and are rewarded for using your Primary weapon. Bungie, [i]please address this[/i]. Other than that, stop crying that things are "UNFAIR" because bungie is taking away your [i]unfair advantages[/i] and learn to look at things from a more objective perspective.
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  • Agree on everything except 2 things In air accuracy and precision damage removal Healing on voidwalker To shotguns, the only thing that took skill was using mobility. Now that's gone. To healing, ONLY life steal was OP. Everything else was fine

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  • The entire build of the voidwalker is based on health regen. With the nerf it almost makes it unplayable. How is that ok? Same with the bladedancer nerf. These nerfs change everything for the worse. Alot worse. Sincerely, disgruntled voidwalker.

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  • [quote]I can't believe how many people are calling to un-nerf the shotguns ([i]actually, I guess I can, considering how many of you scrubs can't use anything else to get a kill[/i]). The whole point was to make the game [i]more competitive[/i] so you can't just run around and OH/KO everyone you come across from an unreasonable distance. Shotguns shouldn't have had the range they had, the exception being Chaperone because it uses a slug round and not scatter shot, but that's ANOTHER THING. EVERY shotgun was outranging Chaperone, Matador being the worst culprit and it has [i]horrible[/i] base range. That shouldn't have been happening. To the Warlocks complaining about the Voidwalker nerf- as much as I love mine I will readily admit that the health regen needed a nerf. You shouldn't be able to build a class for near constant health regen at its base elements. Bladedancers don't get health regen unless they use their super and get a kill, and for Sunbreakers Cauterize doesn't activate [i]every time[/i] you kill an enemy with your fire. Voidwalkers have not one, but TWO perks in the tree to trigger health regen, and it was [i]always[/i] a guarantee, even if you just DAMAGE someone with energy drain ([i]and Embrace the Void triggers on Nova Bomb AND grenade kills I mean come on[/i]). And yes, the class was perfect the way it was, but because of all the other nerfs made to other classes, they [i]needed[/i] to nerf Voidwalker to bring it back in line with the other classes. Voidwalkers are still pretty beastly, I didn't notice a huge change personally when I played for several hours the other day. When they do this nerfing it's to balance classes, meaning no one class should be stronger or more "superior" than the other. They should all be equally strong, [i]that's it[/i]. They've been doing it to Hunters and Titans for two and a half years already, it was bound to come around to the Warlocks. Special ammo does need to be fixed. I understand they wanted to force people to use their primaries but to lose special on death is just flat out [i]terrible[/i], especially in Trials where you even lose your special [i]between rounds[/i] (I'm appalled this was overlooked). The best suggestion I've heard yet was to get rid of crates altogether, undo the "losing special upon death" BS, and give Special out on Primary kills. You start with the special you have and are rewarded for using your Primary weapon. Bungie, [i]please address this[/i]. Other than that, stop crying that things are "UNFAIR" because bungie is taking away your [i]unfair advantages[/i] and learn to look at things from a more objective perspective.[/quote]

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  • How could you not notice only getting a slither of health back rather than your usual regen? Do you get in to many melee battles? I run with the ram on my voidwalker and it used to be a deterrent for people getting too close because you will almost always lose a melee fight with a voidwalker wearing the ram. Now it just looks like I'm wearing a stupid helmet that does nothing and getting slapped down by -blam!-ing titans with t-rex arms!

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  • Agree. 🖒

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  • Juggler in Crucible? Oh hell yes, I'm all for that! I'm a master at managing ammo with Juggler on, but I'll only agree with that change in Crucible if the base range [b]of all shotguns without exception is made to be comparable to the lowest range shotgun archetype.[/b] No exceptions. No compromises. No negotiation. There are two ways to balance shotguns: Take away their range. Take away their ammunition. Not really that hard to understand. As it stands right now, I like this meta, even if I have to learn to use a sidearm. At least it's quick to switch to when I don't have time to reload my primary. Most of the time I get killed now because I miss shots and wind up having to reload [i]both [/i]weapons, but either way my sidearms are generally only used when I don't have time to reload, or I'm too close to reliably use my scout rifle from the hip. Special weapons are finally being used in specialized situations, so I'm happy. Primary meta for the win, haha.

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