Link is up there for those who are curious. But here's what I think should be done specifically for the Crucible side of things. I'll go by weapon category here.
Note: this will almost exclusively pertain to weapons, no classes or anything on that caliber.
Also, Looooong post ahead, I'm going pretty in depth.
[b][i][u]Hand Cannons:[/u][/i][/b]
I think Hand Cannons are... Tricky. But here's what I'd do per archetype:
- leave 150s where they're at for now, maybe rework them a bit in the future to make them able to be nice, consistent work-horses, without making spam the primary incentive.
- 140s I think I have my solution for. So allow a bodyshot for the 3 hit kill within the current 3 hit kill range, and add a second range that allows a 3 crit kill for a few extra meters (put full falloff around 30-35 or so meters).
- 110s are really scary damage boosted, with high burst damage and low sustained damage. That being said, the range nerf kind of killed them. My suggestion would be to extend the falloff, optimally, revert the falloff nerf that all HCs got on 110s, it wasn't really necessary.
- 180s are... Difficult, for both weapon types that feature the RPM. For Cannons, I'm going to suggest a general mag size buff, as well as Extending the range a fair bit.
- Memento Mori, in terms of exotic perks, should simply just not add bonus [i]PvP[/i] damage beyond it's hard falloff point. So it doesn't effect range at all, as opposed to being a net nerf to it.
[b][i][u]Pulses[/u][/i][/b]
These bad boys are less tricky, but they're in a bit of a sour spot for the most part.
- 540s I'll say either leave where they're at, or bump the range while reverting the damage buff that was given to them. Currently, they're a bit too overpowering for 450 RPMs, while having a net range bump over the fast killing ARs.
- 450s need a range buff, in my opinion. They're simply not reaching far enough to be good against the other archetypes, but can't keep up with the sheer damage of 540s.
- 360s? Adaptives, whatever the RPM is, whatever Bygones falls into. I think these could use a few extra meters, too. They aren't terrible, but I'd honestly go for AR/HC, or a Scout over them, since I don't trade a lot for pretty good benefits.
- 4-bursts are perfect where they're at, for the most part, if you ask me.
- High Impacts are likewise, high risk, high reward for these babies. I wouldn't mind a few extra meters, but it's not really 100% necessary.
- Oh, before I forget, crank the range up a Vigilance Wing a bit, too
[b][i][u]SRs:[/u][/i][/b]
These are more straightforward, as for the most part, issues with them are more based on the maps.
- All but 180s should be untouched, they're all about what I expect them to be.
- 180s need... Something, problem is I don't know what would make them a good niche pick like the other Scout archetypes that wouldn't make them blatantly overpowered.
[b][i][u]ARs[/u][/i][/b]
There are 2 kinds of ARs, those that are fine where they're at, and those that are still abject trash.
[b][i][u]- KEEP 600S AND 720S EXACTLY WHERE THEY'RE AT, THEY'RE PERFECT[/u][/i][/b]
*Cough cough* SO!
- 450s need another damage buff. They still don't do much of anything particularly well that's not just steamrolled by 600s and 720s, outside of range, that is. I think the optimal time to kill on them (shouldn't allow a single bodyshot for it) should be between .75 and .85 seconds, with 100% headshots required. So you kill a bit slower than a 600 or 720, but you've got a good range advantage over them.
- 360s I think just need to have better recoil direction, they're almost completely left out to dry by pulses in terms of overall versitility and damage output. I don't think Time to kill is necessarily the issue here, especially considering the bonkers range stats these things pack.
[b][i][u]SMGs[/u][/i][/b]
Last primaries I'll mention here, since I think the others are overall not in need of adjustments. SMGs are in a difficult spot, since they're theoretically really good, but overall too specialized to run as a dedicated primary. I think they should out-damage sidearms within the intended range in return for being far worse in terms of ease of use and handling speed. I'm not sure off the top of my head the actual range values by archetype of both classes, but I can safely say SMGs aren't good enough to be worth giving up another primary for.
- Overall, I think 900s should get a few meters to be a bit more worth running as a dedicated primary, maybe also buff 720s somehow, but my big target here is 900s.
- Riskrunner also should not have a base damage penalty over the other SMGs (I think it does 17 crit over 19 crit within max damage range).
[b][i][u]Snipers[/u][/i][/b]
Flinch is broken and most archetypes aren't worth running most of the time. I also think the snipers as a whole creep into a little bit too close of an effective range for what I'd logistically expect for a sniper rifle extremely easily. I don't think aggressive sniping is the devil or anything, but I think for Destiny, it's a tiny bit too easy and... Not risky.
- First off, the elephant in the room that I didn't mention: Quickdraw and to a lesser extent Snapshot are staple perks on Destiny snipers, dare I consider "must have" or "crutch" perks being used for them. I think Quickdraw definitely needs to not be roll-able on a Sniper as it allows them to be a bit too dominant in situations I'd argue a sniper shouldn't be. Or just make Quickdraw exclusive to lower impact classes. Snapshot I think is fine considering it's not as potent as QD [i]overall[/i], but I have my eyes on it.
- Flinch needs to be reworked, some weapons are downright useless to use in counter-sniping, and consistency of flinching them out is non-existent. I don't think it should be nuked or anything, especially for the sake of PvE, but it overall needs... Looking at.
[b][i][u]Shotguns[/u][/i][/b]
I'm mentioning specifically pellets here, as a forewarning. But shotgunning in Destiny is extremely gun to to. It just sucks that a lot of the shotguns are unwieldy, and just feel really bad to use. Also, I'm covering sliding here since this is where it's most relevant.
- Pellet Shotguns need some sort of center-point to aim at, this is my primary issue with using them, as I can't center my spread super well with just blank screen.
- Slide-shooting is another major issue with most specifically shotguns. In my opinion, sliding shouldn't allow any ability or weapon usage at all, except for that one Hunter melee that requires it. It's overall incredibly strange to fight against and I've never seen the mechanic implemented well in any FPS outside of maybe Battlefield. Sliding is where I suspect most of the range complaints come from as it's far less risky than jumping into a shot, but has a far higher reward.
In essence, 22 nerfs to these things hasn't done much to combat the "OMG nerf this," we need to look elsewhere for the frustrations.
[b][i][u]Fusion Rifles[/u][/i][/b]
Outside of Bastion and Telesto, they're usable, but generally pretty bad.
- Fusion Rifles as a class simply need a range buff. Heavy investment into the stat should grant about 35 meters before falloff, and lighter investment should bottom out at about 20.
- Pellet spread on them should not be influenced by the stat, either, this further pushes out Fusions that don't max out investment into the range stat.
- As a note, Bastion should [i][b]not[/b][/i] be affected by these changes, it's perfect where it's currently at.
- Telesto is also fine where it is currently at, lacking damage falloff, but having slightly more spread and the delayed explosions are all fine.
[b][i][u]Swords[/u][/i][/b]
They're not... Amazing in general, still.
- First off, the third person view should only be when you have ammo. Otherwise, have the sword be the default "I don't have a gun" animation.
- Lunge range needs an increase, as well, they currently don't do... Enough to be extremely useful
[b][i][u]LMGs[/u][/i][/b]
High impacts are terrible, for PvP, 450s perform fine enough.
- 360 LMGs just need a simple damage buff, maybe shave a headshot off the optimal time to kill and work from there?
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Typo in the scout rifle section, you mentioned both of them as 180s