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5/26/2017 1:26:16 PM
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[quote] For the entire lifecycle of the game, as well as being more pronounced in the first few months of year 2, the end-all be-all strategy has been sniping.[/quote] Wrong. [quote]The only counter when fighting anyone remotely proficient with a sniper rifle, is to snipe them back.[/quote] Wrong. Wrong. [quote]No matter what Bungie has tried, The game always ends up a snipefest.[/quote] Wrong. Wrong. Wrong. [quote]I've got my popcorn ready, bring on the salt.[/quote] No sir, [b]you[/b] are the one holding [b]all of the salt[/b]. If this game has been nothing but a 3 year snipe fest, we would have never seen: - multiple shotgun nerfs - multiple fusion rifle nerfs - the current sidearm meta we have now In my 3 years playing this game, the only time I experienced any issue with snipers was with the final round meta, and listening to the other team firing off two rounds at the start of the match. Snipers have been balanced for a long time, and have always been what they were in prior games made by Bungie: 1 shot to the face, 2 to the body. It is a high risk, high reward weapon, and in the right hands can be devastating,[b] just like with previous games[/b]. HOWEVER, that does not mean there has not been a counter, because there always has been. Your inability to find it is not the devs fault. Any scout would cause crazy flinch on a sniper, the only sniper I know of with radar while zoomed was the Pat&Tim (which hardly anyone uses) so flanking is relatively easy considering every map has cover and side paths to get everywhere, and simply closing the distance on a sniper gives [b]you[/b] the advantage. Just like it was since 2001 with Halo CE. Nothing has changed. After a certain point one simply has to accept that they need to improve rather than want a game to fit to their specific mold.
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  • In Halo CE, if you weren't playing a mode that spawns with a sniper rifle, you had two on the map, and that position was contested. Snipers were powerful and easy to use in Halo CE, as well they should have been, the balance was in the limited availability, which looks to be the case in D2, considering that not all players get heavy from the terminal/crate. This means that players will have make choices and specialize. There will be snipers in D2, good ones I'm sure... But the changes will ensure that it's not the end all be all strat.

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  • [quote]There will be snipers in D2, good ones I'm sure... But the changes will ensure that it's not the end all be all strat.[/quote] Except that it never used to be, until people like OP started crying nerf and made it that way. OP and your reply sound like everything else nerf herders have bitched about: "I died to this, I don't have the skill to beat it, so I'll throw a tantrum until Bungie [i]fixes[/i] my lack of competence."

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  • Edited by Synge_X: 5/26/2017 9:46:15 PM
    None of your kicking and screaming is going to bring back the bullshit found in D1. D2 is being built from the ground up with competitive balance in mind. Oh and let's get something else straight, I have been a shotgun/pulse player from day one. My play style has been the most significantly nerfed, period... So if you want to talk about crying, I have never been on this forum crying about not being able to play because Bungie made some changes. You however, are all over these forums trying to justify why the -blam!- you can't adapt. This post is an about nerfing anything, yet you are here crying. After three years of the same -blam!-ing pattern, the bullshit that you abused got a nerf, when you knew full and well, that feeding metrics from the beginning is the reason why things get changed. I hope I see you in the crucible.

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  • The game was built with a fast time to kill from the word go. People wanted more "skill" (aka they were trying to justify their lacking) so they cried nerf, again and again until Bungie shoehorned a Halo TTK into a game that clearly does not support it. Am I surprised by a slower TTK in D2? No, but that doesn't mean the original Destiny was built for it. If you brats are so "competitive", then spend less time bitching about what you die to and more time actually proving how "skillful" you really are.

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  • Edited by Synge_X: 5/26/2017 10:59:05 PM
    The only spoiled brat here is you pal. Changes(balance patches) are constant in EVERY GAME ON THE -blam!-ING MARKET, period, end of discussion. And there is ALWAYS a legion of man children, if in fact, you're not a child to begin with, crying and playing the victim. While the rest of us man up and adapt. Can you hear the violins? they're playing your song.... After 2 1/2 years you're still crying about an inability to adapt to the same changes that EVERYONE is dealing with, it's not like your crutch was the only one that got nerfed. You need to take a long look in the mirror, and see who is the one crying and blaming external shit for their failures. You can piss, moan and spit in my face but it's not going to change anything. If you're decent at this game you can play in any meta.

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  • I can deal with change. The problem is change coming from a vocal minority of toxic, worthless players that happened to be handed a megaphone in the form of Trials of Osiris. Negative changes that attempted to [i]dumb down the way everyone else played, in order to appease those that couldn't play to begin with.[/i]

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  • I'll give you that, the only crowd around here who cries more than anti nerf peeps Trials players, hands down.

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  • You're forgetting the part in Y2 where snipers cold be bullet sponges and maintain accuracy. Flinch needed to be changed for that. When most people think of the time of sniper dominance it was mostly that period. The Last Round thing was mostly a 3v3 and Trials thing. I realize that it was weak primaries that caused this. (and maybe also the removal of HC from Mida) That is undeniable but the answer (at that time) was NOT to buff primaries. Their weakness was too embedded into everything else and buffing them across the board to make them more viable sniper counters would have broken too many things. Up to that point the flinch mechanic had always been the same but because primaries were putting out less damage the flinch was less. The secondary effect because the flinch was so low was that there was actually time for it to re-center itself. All someone had to do was wait in a hail of primary fire for the cross-hair to re-center on their target. The only logical thing at the time was to increase flinch OR just randomize it and have it not re-center (which was actually my suggestion). We know which way they went.

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  • Well said

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