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Destiny 2

Discuss all things Destiny 2.
4/8/2020 12:19:21 PM
3

The one about auto rifles and TTK’s

So I’ve been punching some numbers on TTKs in crucible for a while and to nobody’s surprise, auto rifles, specifically SUROS and HARDLIGHT but also 600 rpms in general are literally UNMATCHED. And by unmatched I mean NO PRIMARY WEAPON IN THE GAME CAN BEAT THEM. With their new buff they got, 600 rpm autos have a body/head ttk of 1.27/0.8 SUROS has a ttk at full spin of 1.06/0.66 HARDLIGHT has the same ttk as 600 rpms, but with no damage fall off and rediculous stability, but guess what the real kicker is: ricochets DOUBLE its damage. It hits 34 to the body and 51 to the head! That’s a 0.6 and a 0.4 ttk respectively. And let’s not forget it can ricochet twice (and change it’s element for some reason. Seriously, pick a damn perk) The worst thing is, the next best weapons are actually exactly what was being used in season of dawn as the pvp meta: hand cannons. Last word with its new buff has a ttk of 0.78. That beats the hardlight, right? Wrong! Due to latency, you still lose and at best trade with them. You have to be too close to hit them that by the time you get there you’ve been layered around the corner by hardlight Next best is thorn, which has a ttk of 0.98 if you have devour. You might trade And then come the 150 and 140 hand cannons. There’s no point in looking at the 140s because the 150s can’t even win. In fact, with an optimal ttk of 1.176, only 2 bullets will have left your gun before your dead. What’s sad is that literally no other primary can even compete. There are a few 150 scouts with box breathing or even jade rabbit match luna’s damage, and still lose to 600 rpms. Pulses like the sacred prominence with rapid hit and kill clip can two-burst for a ttk of .937, might trade if you’re lucky. Keep in mind that all of this is against guardians at MAX RESILIENCE! (200 health) The worst of it all was that none of the auto rifles needed the buff at all. 450s has an optimal ttk of 1.05. 600s were at 0.91. 720s actually had the highest at 0.88. Notice how they are all significantly higher than every hand cannon that was used in the previous meta aside from last word! The only reason people didn’t use them was because they felt it was easier to land just 3 shots as opposed to 7. But that kind of meta was actually exactly the kind of balancing you need for the perfect meta. The only things we wanted fixing was the mapping with shotguns and fusion rifles, which we got. Now let’s talk in the only way bungie seems to listen, and that is with use rates. Last season in the competitive playlist the combination of spare rations, lunas, and not forgotten had a collective use rate of I think 14%? But with this season both hardlight and revoked combined take up almost exactly 33% of all weapons used in THE ENTIRE COMPETITIVE PVP PLAYLIST. That includes comp, trials, and iron banner if I’m not mistaken. I have no freaking idea why bungie has not even addressed that this is a problem. Every time a weapon like this exceeds in use rate, they nerf the crap out of it, or at least try to. There are 4 major weapons that have followed this pattern. The most recent was izinagis. They destroyed that weapon to the point that most legendaries beat it. The most infamous is recluse. It was top dog for a long time, and in some cases still is. They tried so many times to nerf it because of how much it was used, and to my surprise, it is actually probably the best balance they’ve done on a weapon. Up next is mountaintop. Rather than nerf the gun they got rid of all auto reloads and subsequently killed it. And last but not least is the lord of workers, and an honorable mention of Prometheus lens for the early d2 players. You know it’s bad when they give you an emblem for “surviving the meta” but they actually have it “one last hurrah” before nerfing it by having xur sell it so everyone could have a chance at using it at its best. And the most infamous of all isn’t actually a weapon, but rather, a mask. The OEM reigned supreme for MONTHS before bungie took it down. What if this auto rifle meta also takes months for them to hear our cries? The whole point of that is really to show that the reason we havnt seen anything to fix this hell of a meta is because they don’t care about us. The reason they fixed the first three weapons were because it was breaking their PVE, not their PVP. It was breaking their strikes, their nightfalls, their oh so precious raids. They don’t give a damn about us crucible players, and honestly, the community is starting to think that they never will, and it’s actually killing this game. Look at how many people are playing trials, the only 1 out of the 2 main thin they added to this season, and also the biggest selling point for this season. It hurts to see, and we need to make them see it too

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  • 340 pulses - .67 450 aggressive - .73 390 pulse + kill clip - .62 720 - .77 You need to take into account the amount of shots that miss from an auto. Flinching an auto is a MASSIVE Z dps loss.

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    • Edited by an Ape with a d2 addiction: 4/8/2020 1:20:03 PM
      Is this satire? [spoiler]Almost all the ttk numbers are wrong.[/spoiler]

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      • People always say buff other weapons don’t nerf. What’s happening is ttk is too fast now. It’s quite a bit faster than d1 was at any time. On top of that d2 maps were designed for 4v4 not 6v6. To me this game is now way more -blam!- than cod. Keep buffing and every gun will be a one shot kill. You will have no feel for the guns no strategy and it will just become a quick twitch fest. Solution is reduce special ammo and raise ttk for all weapons.

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