390, 540, 450 both Lightweight and Aggressive....they feel lackluster in PvE activities and I’m wondering if it’s always been this way.
Thoughts?
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Pulse rifles deal very little damage on pve, they make my fingers hurt too by having to constantly press the button to fire at a bullet sponge enemy. I only use weapons with full auto on pve and yeah pulse rifles lack in both range and power. Pulse rifles other than the slow fire ones needs some buffs
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9 RepliesThe only real viable PR is Outbreak, and that’s honestly S tier for Primary weapons. Has it’s own damage increasing perk and AOE all without needing to kill anything
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Primaries in general I'd argue are a little too weak for PvE. And most pulses need a range buff.
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[quote]390, 540, 450 both Lightweight and Aggressive....they feel lackluster in PvE activities and I’m wondering if it’s always been this way. Thoughts?[/quote] Nope they are whack.
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Pulse rifles feel like a chore to use. Scout rifles have sucked for a very long time. Weapons that were once good for me no longer are. I’m trying to continue to enjoy playing this game but these past two seasons have taken a toll on me. This game has lost being fun to play. I seriously don’t recommend playing it anymore.
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2 RepliesYour weapons are pea-shooters and your armor is cardboard. This his how Bungie believes you should feel powerful.
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Edited by DeathPony07: 8/23/2020 7:10:23 PMScouts are shit too. What happened to kinetic primary scouts with Firefly?
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450 aggressive are fine, lightweight sucks though
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5 RepliesI don't know how Cold Denial has been hailed as the best new Pulse Rifle when it's high impact but has no range. Can barely even kill hobgoblins with it. I miss my Bygones.
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6 RepliesI've been using Cold Denile and Vigilance Wing in pve for the last few weeks and they're pretty good against most common enemies except majors and things with shields. I don't really expect primary guns to do much if anything to yellow bar enemies though.
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They're ok, 340's and 390's definitely stand above the rest. 540's are absolute trash in pve though. Even with kill clip on it just makes it marginally easier to kill red bars.
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Yes,wait no,maybe.
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Pulses are garbage in PVE. I've never used one outside of when Outbfreak was meta. I do Grandmasters weekly and I never even unlocked the pulse Unstoppable mod on my artifact.
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I used to main the Blast Furnace. However when they nerfed the damage buff perks (and then reload perks), I kinda lost interest in them. They could no longer compete with the Recluse and Mountaintop combo. Any smg or auto rifle is a better option now imo. As sad as that is.
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Edited by TheArtist: 8/23/2020 12:01:54 PMContent design. PRs and scouts were designed for D1 combat. In D1, the only enemies that would rush you were thralls (Hive and Take), and the Cabal would slowly advance. Bosses were largely static. But at this point in D2, EVERY race has at least one, some even two or more enemies who aggressively rush you to drive you out of cover. Those that aren’t rushing you are much more mobile and evasive to force you to miss shots. The game is set up (in strikes/raids/dungeons) to force combat at much closer ranges than D1. Including Bosses that are very mobile and whom we are often forced (closed rooms, open platforms) to fight at very close range. The design and demands of the games combat have changed and [i]legendary[/i] PRs haven’t evolved to meet those demands. SRs are being deliberately kept UP to force that short range combat, and are slowly being supplanted by bows which can be quickly hip fired at short ranges.
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11 Replies
TheKaijuGojiraLove-hate relations with Tokyo since ‘54 - old
My Bad Juju with 13K kills would disagree. -
Not sure, got killed in gambit across the map by an invader using Jain 7, single burst ,go figure that one out!
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2 RepliesPulse Rifles were actually the second best Primary in the game behind Hand Cannons for quite a while, but they seem to have been weakened during the recent "rebalancing" efforts. HCs got the range nerfed and PRs got damage nerfed. Auto Rifles had been bad since Forsaken dropped, but got a recent stability buff and are way better now. Scout Rifles had been garbage for so long, but got buffed and are only mostly bad now. Sidearms have always been good at close range, but seem to have gotten a range buff. I haven't really noticed any difference on SMGs, though.
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1 ReplyI feel like everything suffers in pve.
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1 ReplyI actually use pulse rifles quite often in endgame PvE. I'm excited for NTTE in November
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Of course it’s always been that way. It’s Destiny PvE. Your choices never matter in an objective way at all... until the few specific moments where you need the most unbalanced bullshit loot from the pile or else the encounter will take longer.
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12 RepliesBasically every primary sucks in pve, but pulses, scouts and any auto and hc that isnt a 150/600rpm one suck even more.
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8 RepliesBest PvE pulses are lightweight and the high impact frames. Agressive and adaptive are bad.
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I find that is just a primary problem in general. Rather than do the sensible thing and raise primary damage they added champion mods to them so they serve some purpose. Game is set up where many activities punish you for not having special/heavy so primaries are intended to be the leftovers when game screwed you by not dropping special/heavy.
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2 RepliesGraviton Lance, I'm currently doing the catalyst and having never used the weapon before, it absolutely wrecks mobs
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1 ReplyEdited by AbsolutZeroGI: 8/22/2020 3:59:44 AMI agree. They seem to underperform because of their spot in the range category. HCs are too long range which makes them better for pvp, while auto rifles have too long of range, which makes them better for pve and pvp. There just isn't a spot where pulse rifles are "the gun" to use. I personally blame pvp, as the tiny maps required bungo to make a lot of weird changes to make weapons other than shotguns and HCs good (they're all built specifically for those weapons). Honestly, pulse rifles should have a longer effective range than autos and HCs but it doesn't really work out that way. Like in Eater of Worlds, you need a long range architype to even hit adds in the jumping encounter at the beginning. If it were me, I'd give them a non precision damage buff and a range buff (and maybe less fall off), but that's just me.