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Destiny 2

Discuss all things Destiny 2.
Edited by wes0103: 10/4/2019 11:27:39 AM
29

Hand cannons were nerfed too hard.

The hand cannon nerf was way too hard. Even with Memento Mori active, Ace has VERY steep damage dropoff starting at like 28 meters (down from 33 or so). Honestly not that bige of an issue in terms of the base range. But then there's the steep degree of damage falloff after that point. After just a few meters, your damage is halved. Some snipers are used at that range. Low impact low range pulses are used in that range. Chaperone (with the perk) can kill at 19 meters. For Ace of Spades with Memento Mori active to only do 40 damage per crit just past that 28 meters, tripling your TTK, is ridiculous. At least make the dropoff more gradual. Also, with MM active, the gun experiences additional dropoff earlier (25 meters instead of 28), meaning past that 28 meters, MM does actually nothing in terms of bonus damage. The bonus damage drops off entirely. It wouldn't be that bad, but now the everyone and their mother is using a scout rifle, gameplay has already slowed down in quickplay close to Y1 levels. I for one can't stand slow game modes or slow gameplay and I play terribly during it because I can't stand just sitting in a lane all day. I know it's only been a couple days, but I don't see that changing any time soon. I'd like there to be a happy medium between pre nerf hand cannons and post nerf. Or at the very least a more linear function representing damage falloff for hand cannons. Also, treat exotics on a case-by-case basis instesd of lumping them with blanket nerfs. Right now it's far too much and Cayde would be disappointed. Edit: Updated to include range values for Ace.

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