Quite literally this thing under performs when you stack it next to the lower impact archetype, Lightweight. They both require literally the same amount of hits to the head in order to 3 tap. Why even use the Adaptive frame when the other does it so much better?
Before someone comes in and goes somewhere along the line "I use 'insert Adaptive archetype' and I wreck with it!" Well guess what? You'd wreck even better with the Lightweight archetype. Just because you can do good with it doesn't mean you can't do better with the other.
I propose we change the number of the precision to 77 critical hit damage(or 76 so that if you really want to counter it, you'll have to have 10 resilience). This way you can actually 2 head, one body. Meanwhile it's not any faster than it currently is on the TTK charts, it'll at least give you a reason to use this archetype at all. The only reason most people use this archetype currently is probably because they don't have a good Lightweight HC.
Probably not the best time to post this as it is pretty late at night and most may not even notice it by morning so there it is. May end up bumping it at least once later.
*Edit*
In case you're like this guy -
Kineticswag:
[quote]Yes buff Ace of Spades even more. It should two tap with the perk active. I see no issues here.[/quote]
Then -
SamSu916:
[quote]Already addressed that in another comment but I'll add it to the main post later.
Ace of Spades should not be the one who drags down the entire archetype. It's so much easier to balance Ace's perk to the update than to balance the entire update around Ace.[/quote]
English
#destiny2
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1 ReplyHonestly the damage buff might be inordinate - the TTK is still solid on 140s. What I would propose instead is a range buff for 110s and 140s, as in maybe 100s had old HC range pre-nerf, and 140s sit somewhere in the middle between 110s and 150s. This would bring a higher level of balance to HCs as primaries without Ace being too much of a factor, seeing as how its the best-in-archetype HC at the moment anyways. I do agree that other primaries need love as more of a priority (auto rifles, scouts), but those are a little less clear-cut on what the best option would be IMO.
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Can we not have stupid, arbitrary, archetypes that limit your ability to balance weapons, not improve it?
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I’d really like to see some more legendary 150 kinetic HCs other than spare rations.
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10 RepliesAs someone who plays on pc where handcannons are rampant and the best and easiest to use weapon in pvp with no question... No. -blam!- no. Delete your post and never mention a hand cannon buff again. The last thing this stale hand cannon-shotgun meta needs is a damage buff to a hand cannon archetype.
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2 RepliesKeep 150's exactly where they are. Make 140's a 2 crit + 1 body. Give the 110's an intrinsic perk like the aggressive frame shotguns. Either a short increase to RoF or damage after a kill.
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5 RepliesReworking weapons at this point should focus on the passive trait for the archetype, which across the board for all weapon types, seems irrelevant. We know lightweight increases movement, that should also include handling, make em snappy, eh whatever. Adaptive should just simply be accurate in both air and on ground more than most archetypes. Aggressive should have less of a gap between precision and non-precision damage, it hurts no matter where you hit them. High-Impact should have nasty stagger, real nasty. Precision should be very rewarding on precision hits and gains increased accuracy when crouched, with a greater differential between non-precision hits and precision hits, so it only outperforms other weapons on consecutive precision damage. They have all of these archetypes, but no real noticeable difference about how they perform outside of RPM and impact.
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1 ReplyI suspect the blanket range nerf to Hand Cannons was done to test what weapons/archetypes would emerge if Hand Cannons weren’t effective past 30 meters. With that data, you can then adjust 140s and 110s accordingly. I predict 150s will stay how they are at 28-30 meters, 140s will get a 10–12 meter buff making them effective at 38-40 meters (still 3 crit). 110s will have to get pushed out some more too, not sure by how much, but able to compete with scouts/pulses 2 head 1 body.
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I dont think people understand that hand cannons are the only fun weapon. Do you guys really want a different meta? Or do you just enjoy getting pegged? Remember Doctrine? The skilless bullet hose? What about Last Perdition or Clever Dragon? Whoever shot first always getting to win? What about the Scout meta when randys came out? Everybody sat in the back and didnt do anything. You guys also complained about LINEAR FUSIONS being overpowered when Komodo was new. Handcannons have been meta for a long time and for a good reason, they promote moving around and hitting your shots, all that really needs to happen is an aim assist nerf across the board because this game is so forgiving. People who think they’re gods in this game get bodied in any other shooter. Also shotgun meta lul, enchance unflinching snipers are a literal plague
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Nah, they’re fine.
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Good post. 2 headshots and 1 body shot should kill with the 140 archetype. This is a change I’d like to see made.
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1 ReplyI played destiny 1 other day the gunplay and damage for 140’s way better than D2
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3 RepliesI have more questions than answers. Should the precision requirements for 140s be changed to equal 110s? If 140s get that buff then what happens to 110s? And even though they are 150s, Luna's and Not Forgotten achieve 2 precision 1 body with Magnificent Howl. Do we change that formula up too?
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Lol Ace Erianna's Vow of Spades.
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All primaries need a body shot buff.
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1 ReplyAny buff to any multishot weapon would be welcome at this point.
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11 RepliesAye when will autos be truly viable?
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I think 140s are perfectly fine. Sometimes I can hit shots better with a 140 than a 150 so its fine. 140 still shoots pretty fast and if 140s could 2 tap people it would be way over powered. A 110 hand cannon on the other hand would make sense to 2 tap.
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4 RepliesYou want them to 2 tap instead?
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First of all, Bungie cant seem to stop making more than 3 archetypes per weapon type. Slow, mid, and high RoF is all that is needed. Makes balancing weapons so much easier but since that will never be the case just buff 140s to 2 head 1 body and buff the max range on 110s to a range that no other archetype can reach.
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1 ReplyThere should not be 140s and 150s, just make them 1 archetype and then buff range on 110s.
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They only need a little range buff 110s need a bigger range buff
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9 RepliesI realy don’t think the problem is 140/150 discussion there are always gonna be weapens that out prefrom other weapens. The question is what does the majority of the player base want. Because let’s be honest if 140 become 2 crit one body there will be so much forgivenesses there that no other weapen will be viable.. I’m not saying that it would become overpowerd. I’m just saying scouts auto pulse etc all these weapens have a lower base stats then previous to there history. This results in higher needed precision % to kill a guardian. If you change that. For example make them 2/1 body now scouts 200 rpm have to be 2/2 body. ( current 3/1 ) Or else there forgiveness value is worse then the hand cannon that can 2/1 almost anywhere on the map is so much more dominant then anything else auto 6/2 ( 450 rpm ) might have to be 4/4 and this list will go on.. the “rimple” effect of making one arctype more forgiving has way more effect then just that one arctype... I do believe bungie is working on this tho.. but just buffing 140 is not a good option there is a way bigger picture...
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16 RepliesThey -blam!-ed up hc's big time with their universal range changes. 110s are useless as they're punishing with no advantage, Luna's is better than NF, 140s are useless against 150s, 180s are as mediocre as ever. And it allows erentil to dominate the 20-35 meter range unopposed
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It would be nice if other weapons get love first like scouts in pve.