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#feedback

Edited by SxfetyPin: 9/22/2017 3:02:48 AM
5

Archetypes Are... Pointless (in PvP)

Okay; So before we get started, anyone who played Destiny 1, raise your hand and please answer some very few questions for me. 1) What was the difference between a High-Impact Scout Rifle, and a Low-Impact Scout Rifle (while in Crucible)? - High-Impacts shot slower. Killed in three shots to the head. Low-impacts shot faster, but killed in four shots to the head. (The reason this is, is because the slower firing weapons requires more patience and skill to handle; Thus rewarding a reasonable Time To Kill.) 2) Yes, yes; Now what are the differences between them in Destiny 2? - Ahh..; They both four shot headsho- -- W-wait, wait, what..? You should see my point by now; If I want to use a slower firing weapon, i'm just putting myself at an immediate disadvantage because a drastically faster firing weapon will kill that much quicker in the same amount of needed shots. -- How is this okay? You've hindered any slow-firing weapon due to faster firing weapons requiring the same amount of shots to kill. That's ridiculous. Basic Destiny Logic Here; What does it mean for a weapon to be shooting slowly? - Means it has high-impact. What does Impact do? - Dictates how much damage will be delivered with each shot. -- Why does Impact seem near useless? -- And this is NOT with just Scout Rifles. Slow firing Pulse Rifles hit 26 to the head; Ahh- that's pretty goo-- NOPE! Because Nightshade shoots WAY faster and still does 26 to the head with Kill Clip! Making slow firing Pulse Rifles useless..! Yaay (Fml; What even is this terrible balancing?) -- I just hate that to even get the smallest amounts of change on this, we'll have to wait SIX WHOLE MONTHS just to go the OPPOSITE direction..! Yaay..! Destiny..!

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  • Edited by o Apollyon o: 9/25/2017 10:16:35 AM
    Nightshade only does 26 if kill clip is active. It does 20 normally and that is lower than 450 RPM autos. Lincoln Green does 18 Relentless is capable of a 3 shot.

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  • How do u think i felt wen realizing the same thing with hand canons...

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  • Edited by PTG Kirk: 9/23/2017 8:57:51 AM
    My counter examples are the 600 RoF SMGs and 450 RoF ARs being the slowest and still best of their weapon types. You have to realize that the range penalty isn't very harsh so the higher RoF Scouts and Pulses are punching above their weight at distances they shouldnt.. It also makes mathematical sense that a gun that fires 3 rounds within a burst could easily be outshined by a weaker but faster bursting rifle, considering damage-to-health ratios. Same can be said about a single-shot rifle meant for ranged use beyond that of an AR at its worst. But, in all reality, that's because there's just no room for slow-firing weapons in PvP like D2 offers. They're really PvE weapons, making them more viable would be easy to over-do and cause them to become the new standard which doesn't truly fix anything. Edit: Kill Clip being able to equal another archetypes damage doesn't really hold up as a solid argument for your case either, that's just one weapon within that archetype of Pulse Rifles... It's not like it extends to any other Pulse and it certainly isn't common to proc in PvP, particularly in a competitive/Trials match where it really matters

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    1 Reply
    • Edited by Omni: 9/22/2017 10:24:51 AM
      The difference between arch types now is fire rate and perks, which is good if balancing in PvP. However, all the 200 rate scouts usually are the best in both. Impact is supposed to be how much damage you do and the majority of them share the same.

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    • really made me sad when i got a three shot scout only to find out in pvp it doesnt...

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