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8/6/2017 6:07:35 AM
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Weapons? My thoughts and balance for D2

Greetings guardians! I wanted to make this post a few day before but I've been out of time. So I'm going to do it very quickly. What am I going to talk about? About the weapons of the beta in D2 (how they feel and what changes do they need). I'm going to be very specific about each class and mostly focused in PvP but also making some anotations about PvE. I used all the weapons available in the beta in severals strike runs and both crucible modes. Auto Rifles (AR): I felt the AR in a very well state. Not in a "meta tier" but in close or even in mid range they are a very good option and with the new 4v4 modes the "teamshot" support is very good. They are clearly a great option in PvP because are increadibly fun to use and well rewarding to a very precise hand. In PvE the only struggle I've got is the low ammo capacity and the reload speed agains various NPC's. The damage output is "low" so you will need more that one magazine for those big waves of enemies. Maybe with a shorter animation of reload speed and more ammo in reserve could make a big change. Or get increased damage in PvE so, you don't have to waste to much ammo. Not mayor changes just some adjustments. So please do not over-nerf them (again). Hand Cannons (HC): I got to say to you (Bungie) that you finally score with the HC's! I got to say that HC's are "certainly" over all the weapons classes available in D1. But now in the Beta I felt the HC's incredibly amazing! Let's follow a simple rule. "play and let play". What does it mean? Well lets leave it in [quote]"It doesnt matter what are you using, you dont have and advantage over the others PURELY SKILL"[/quote] so everyone enjoy playing and can use and try new weapons. In D1 you can 3-tap almost every single guardian in the crucible. So, if someone wants to try a new weapon that's not meta he's gonna quit this weapon very fast because the spam of HC's in the crucible is really annoying this days. But in this time its not the case! Using a HC in the crucible in D2 is amazing. Not only for the way it feels, because also when you're against someone that's using one you have a chance to win with any other gun. They handle very smooth. My particular choice for mid range. So, finally the hand cannons feel how the meant to be. A powerful mid range weapon that kicks a bit but rewards a precise and paced shot. No complaints about them. Just they need more ammo reserve and not so penalized with the reload speed. Pulse Rifles (PR): So... I don't know where to start here. But... Haters gonna hate. And this is not a rage comment about them. But I feel the Pulse Rifles kinda OP. Why? So, lest first analyze whats the porpose of a PR. They are rifles with burst-fire mechanisms and [quote]medium-range effectiveness[/quote]. Ok, lest focuse in that part. I mean they have a ton of versatility leaving behind all the weapons. So, they spam really hard the meta. Let's do some Math. Each bullet from the burst deals 21 damage. [quote]21*3=63 per burst[/quote]. If we multiply that for the same number of bursts that take a guardian in D1. [quote]63*3=189[/quote]. That will kill low resilience guardians in 3 bursts (hunter main suffer) Obviously if you can land every single bullet to the head. And thats one of the strugglings of the PR. They can forgive you if you are not very accurate. But thats a big advantage against other guns. So.... PR are OP? Not necessarily OP but in the current state of the other guns they have a big advantage. You can beat an AR or SMG in close ranga and you can melt a Scout Rifle user in long range. And really unbeatable in mid range. Also, I found something weird in them. Sometimes they deal 22 headshot damage without any effect or state activated. Just randomly you can get a "bonus damage". I noticed it comes out in the initial burst against a enemy but not every time. They really need a change because they are abusive and they totally break the "play and let play rule". What are my recommendations? First one but maybe not so good. But locking the damage to 20 per bullet so that will make a 4 bursts to any guardian and more chance for the other guns to counter the PR's. And, making the bullet drop more aggressive so they can't be used in the scout rifle territory. That's the only solution I can find for this weapon class. Cuz, a PR meta its not that good. So, Bungie. Please we don't want a PR kingdom. Let the other guns have a chance and balance. And give them more capacity in PvE in every run of the strike I was dry in ammo. (once I went double PR and never again). Scout Rifles (SR): More damage... Please... It's ridiculous how many gunfights I lose against any other weapon. EVEN IN LONG RANGE. The high impact one doesnt punch enough to make it woth the Rate of Fire (RoF). And the slow one even landing every single shot in the head took so much to kill. The time to kill in this weapon class is very slow. They need a damage buff. The enough damage to shine in long range and make some struggles in medium range. No many thoughts in this ones. It was a pain to use them. SubMachine Guns (SMG): The weapon class that I enjoy the most in the whole Beta. An amazing handling with a brutal recoil. A beast when firing while airbourne. Locked tight in that almost point blank range. In the firsts day of the beta I stacked the most into stability perks but I found that going more into range was the solution for the SMG's. I got a "We ran out of medals" with the riskrunner. So, I'm now an SMG man and I love them in PvP. Just a little more damage in PvE will gave them a chance because they are useless in the actual state. No concerns no big changes to them. Good job Bungie. Sidearms: In many other games the sidearm is the gun that you swap into when your main gun has gone out of ammo in the clip just to get that kill quick without waiting to reload your primary. In D1 its totally the opposite. Cuz, everyone is running with the sidearms as they were their primary. And they have a ton of stopping power and rushing capability. So that's annoying after a while. But this time in D2 they're sidearms! For real. Even running with double sidearm was funny. Pushing with the needle (the kinetic one with low rate of fire) and terminating them with the energy one just to gave them 2 or 3 shots. I will suggest a buff in terms of range because sometimes even point blank the shots werent landing and that's no good. So, bungie a little more damage in PvE and some mathematician magic tricks to erase that "bloom" could make the point in sidearms. Let's go with the Power weapons. I don't really want to talk in depth about them because we only could get our hands on 1 of each class. So I'm going to make "speculations" about them. I know you already work on the power ammo dropping. So I'm not going to talk about it. Grenade Launchers: Maybe my must go class when the game launches. They hit really hard, good carrying capacity and cool reload animation. The only thing is they need more splash damage. I mean... They throw grenades no? Against bosses or high tier NPC's were amazing and insane damage dealers. (that DPS tho). But I found them useless while shooting groups of enemies or even to one target but shooting close to them. To make them shine you need to hit directly to the targer because if you miss and hit like 1 meter around the target will be like throwing a napkin to an elephant... So, more splash damage. A very underrated option in crucible but after a few matches you find the trick (switch to a Fusion Rifle). Sniper Rifles: I'm not a fan of the the archtype that we get to use in the beta (low impact, high RoF). But I have fun while using it! Stopped 3 Poledancers and 1 sentinel. So, I don't got any concerns at all about this weapon class. Just less flinch because its not cool grabbing that power ammo and being coutered by everything (even a tree leave can flinch you). And please more ammo capacity in PvE!. Shotguns: Precision damage? Oh bungie, you play it good. I've raged so many times for people using shotguns in D1. But now they seems to be balanced. Good range but not so many. Enough bullets to get some kills in PvP but no so many to get an abusive streak. Even in PvE were a good option because it had a well ammo reserve, clip size, and amazing reload speed. Well done Bungie. Rocket Launchers: I did'nt felt the difference between firing my rocket launcher and throwing a granade. (its funny because both are useless) Low ammo reserve, turtle traveling speed and just to get 1 kill because the explotion radious is not that great. And maybe its only because this particular roll that we got in the beta was awful... The tracking is very aggressive that a point in favor but they need a buff. And maybe more ammo when taking the power ammo in crucible. So, what you think? Queenbreakers' Bow with other name. (Linear Fusion Rifles): They are ok. In PvP I found them more rewarding than the sniper rifle. Well magazine size. Very accurate and kinda forgiving because many shots land in the head and my reticle was far away. But compensates the charge time. A jewel in PvP. The only concern about them is in PvE. Does'nt deal much damage and almost anything in ammo reserve. So, maybe a check to this in PvE would make the difference. At last but not least... Fusion Rifles: NERF FUSION RIFLES. No more words in this... I know why, all players know why, Deej knows... Thank you for reading everything!

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