[b][u]General change to special ammo:[/u][/b]
1. Scavengers don't work in crucible.
Although the point of destiny is to build your character to be more powerful, in crucible this mod drastically sways the balance of specials limited ammo design.
1 kill instead of leading to 1 ammo, can lead up to 2 or more rounds in which continues to accumulate over time.
Holding 6 rounds because you killed 2 people is just unacceptable.
2. No longer carry over special ammo at the end of a comp round.
You can literally start a round with 6 ammo if you picked up that much and survived the round.
That is stupid.
[b][u]Shotguns:[/u][/b]
1. Get rid of full choke and smoothbore but tighten the base spread of the pellets.
I want to increase the base consistency of shotguns so that their ability to ohk within their effective range is more consistent and I want to remove perks that can skew this consistency.
2. Decrease the range of high impact and precision pellet shotguns by 0.5 meters.
Sliding and our general movement speed allows players to close gaps very easily which makes their limited range much more flexible in actual practice.
I want to decrease their effective kill range to reign them in slightly.
3. Decrease the range of precision slugs shotguns by 1 meter.
It's the same reason as above.
4. Increase precision damage from 247 to 257.
A range nerf would make their damage fall off more steep, so I want to mitigate it slightly by increasing the base damage to the head.
[b][u]Snipers:[/u][/b]
1. Don't allow them to have a BASE aim assist value above 40 to decrease bullet magnetism for both platforms (pc and console) and to make them a bit more difficult to use on controller.
Snipers are supposed to be precision weapons that offer high damage at a distance but since you can stack double unflinching and targeting mods their difficulty has decreased dramatically.
On pc theres really not much you can do but on console some tuning to overall stickiness should make them a bit less powerful while preserving their strong benefits.
[b][u]Fusions:[/u][/b]
1. Put a hard cap on high-impact frame fusions range at 30 meters to where anything beyond that suffers hard damage fall off.
30 meters is a long distance, but only the ones with variable scopes can consistently kill at those ranges to begin with even with firmly planted.
They don't need the ability to kill beyond that distance.
Here's an example:
49 damage at 18 meters, 49-37 (scaling down damage, not an instant drop) damage up to 29 meters, 30 and beyond a hard scaling down from 37 damage to 25 per bolt over a very short distance (think of how they handled handcannons).
2. Get rid of back up plan on high impact frames.
For crucible this perk breaks the trade off of a high impact fusion, which is charge time for damage by giving it a faster charge time without changing the damage.
You could also go with decreasing the damage it offers to match the charge time it drops to if you want to keep the perk on the weapon.
3. Don't allow range finder on fusions with variable scopes over barrels.
Those with barrel options are missing out on zoom that scopes would bring and those with scopes don't need more zoom as you can already change it around.
[b][u]Lord of wolves:[/u][/b]
1. Remove the damage increase granted by release the wolves.
It's still shooting 2 bursts worth of damage which will still allow it to kill supers even by shooting at their body but damage fall off will now have a much bigger effect on it.
Example:
Current damage on body, 49 per body x10 rounds = 490 damage ÷2 (~50% damage resistance) = 245.
After nerf damage on body, 39 per body x10 = 390 damage ÷2 (~50% damage resistance) = 195.
Damage fall off will prevent you from only body shot killing supers so headshots will be required at longer ranges and headshots will be needed to kill the max resilience supers or those with more than 50% damage resistance.
It will also decrease the range at which it can kill non-super guardians because damage fall off will put its numbers even lower.
[b][u]Chaperone:[/u][/b]
1. Decrease base range by 1 meter.
It will still have more range than normal precision slugs but just 1 meter less than it has now.
Not changing the bonus the perk grants either.
[b][u]Goal:[/u][/b]
I want to reign in special but not remove it.
As it stands special is so strong that you can literally main it in both comp and quickplay because it's so abundant and theres so little to counter them.
By reigning them in I hope that primaries become a more useful tool vs a back up weapon when you run out of special.
At the same time, I do not wish to get rid of it entirely as the special system is fun to me personally and it's often hilarious at times.
Thank you for reading if you did, I know it's a lot to read.
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1 ReplyReally sounds like you don't like shotguns
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Firmly planted is the perk that makes fusions have the good range back up plan is fine
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You forgot quick draw .... it’s the only perk that makes one shotgun good
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6 RepliesI don’t think special weapons nerfs (besides backup plan and fr charge times) are going to do any good for this game
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2 RepliesThis is good but I feel like Chaperone doesn’t have good range Well I might be using it wrong
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Also adjust the flinch on snipers so that it doesn't move towards the head. This is the biggest problem I see because it is dumb that you are rewarded with a headshot without having to adjust your aim. The finch does it for you.