It'll be fine IF they take steps towards offsetting the balance upset.
- Reducing Major counts, and reducing Major/Ultra Health Pools.
- Steady abundance of "Power Ammo". Either by increased drop rates or that in PvP you get, or by making the D1 "Free/Pity ammo timer" constantly on for Power Weapons to combat shit-luck RNG.
- Special weapons moved too the D2 Power weapon slot get notable buffs.
Fusions are going to be in a bad place in PvE due to Snipers.
Shotguns will be in a Bad place in PvE due to Swords.
General reserve ammo buffs.
Magazine size buffs.
More archetypes (maybe like making Sleeper esq fusion rifles)
- Buff Pulse Rifles, Auto's and possibly SMGs in PvE.
Right now, Hand Cannons and Scout Rifles are the Go to weapons for PvE (outside very specific weapons), because of their high burst damage, a single bullet often being enough to kill a mob in the case of hand cannons, where Scouts can do the same to a lesser extent, they work with effectiveness from all ranges. Autos require getting silly close to have anything CLOSE to a offense even being remotely considerable, and thus have a lot of drawback with not much payoff.
Pulses are not bad by any means, but there's nothing they really can do that Scouts can in PvE. Outside some outstanding exotics like Badjuju and Outbreak Prime.
- More interesting mechanics to take advantage of.
What if the Hive were vulnerable to Solar Damage?
Vex vulnerable to Arc?
What if shooting enemies standing in water caused arc damage to chain between them without need of any perks?
What if Armor Piercing arounds could actually bypass enemy physical barriers and walls (and balance it in PvP with a ramp up to range falloff)
For all we know, they've taken some steps like the above already, but the issue is though is that they've SHOWN us what they've taken in this issue, but not what they've given or changed. They should have gon in length about what's being done to make this NOT a strict downside in PvE.
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