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Destiny 2

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7/20/2019 8:51:56 PM
10

Pulses aren’t the problem, Hand Cannons are.

Hey guys. While I read DMGs post just now, I got to admit that this left me with a pretty big head scratch as to the logic behind it. Really. The issue (and I’m hesitant to call it an “issue”, but I would state that it’s the causal effect) is, well [i]hand cannons.[/i] What data can we look at to draw this conclusion? 1: [b]Hand Cannons currently rank in the top of exotic hand cannon representation, pinnacle weapon rewards, and viable legendary weapons.[/b] Thorn, Lumina, TLW, Ace. Sure, you have your mild duds like sunshot, but even then that gun isn’t unreasonable in PVE. Neither is Malfesance. Legendaries? Rose, LH, NF, Midnight Coup, Kindled Orchid, and a few others I’m leaving out. That’s right, even among raid weapons that have been lackluster (and they have) the hand cannons have always been able to find a home in any meta, and now they’ve got Austringer hand delivered on a stick. Duke 44, Service Revolver. And now apparently one in Shadowkeep with a sniper scope. You can’t get away from them! 2: [b]Hand Cannons were originally balanced with bloom, and now that is removed.[/b] That’s pretty self explanitory. Pro bloom or anti bloom one might be, the thing is, those weapons had that as a limiting factor previously, and now they do not. 3: [b]Hand Cannon range, peek and shoot ability, and TTK invalidate sidearms, auto rifles, trace rifles, and yes, can reach out to pulse rifle range, which is why you see pulse rifle counterplay.[/b] Pulse rifles are the reaction to Hand Cannons, not the inverse. A lack of juice to Scouts is what largely caused their falling out of the meta. 4: [b]Assuming all of that is true, it isn’t even the largest factor. Pulses aren’t hurting scouts. Map design is.[/b] That’s right. These 4v4 maps we crammed 6 people into post Y1 is the biggest limiting factor for scout rifles currently. [b]TLDR:[/b] Buff autos and trace rifles. Slight bump to any SMG not named recluse, which needs a nerf to it’s perk. Open up maps to allow scouts to have sight lines. Increase flinch on quick shot and drag shot snipers so that scouts and bows can challenge them.

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