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Discuss all things Destiny 2.
Edited by Wes: 1/3/2021 6:58:56 PM
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Wes
Wes

This primary sandbox is the best it has been.

Now I know I'm gonna ruffle some anti-hand cannon feathers in here, but let's be real. The only hand cannon archetype that may be a problem is the 120s. Potentially hitting 50m of range is kinda insane. And their teamshot potential is terrifying. Other than that, 140s are in a great place. 180s can actually be used. Most pulses feel great, especially high imapcts. Autos feel great. 600 rpm and 720 rpm archetypes can gun down and hand cannon user that doesn't use cover, provided you land your shots. 450s need some help though. Scouts have never felt better. Sidearms are just downright lethal across the board. SMGs do need some help. Less recoil and a larger mag size to start. The only obvious changes I could justify are: 1. Capping 120 rpm hand cannon range to 44 meters or so, but leave the damage falloff rate the same. 2. Increase 450 rpm autos to 500 rpm, but change the shots to kill from 6 crits and 2 body to 7 crits and 1 body. 3. Reduce SMG recoil and increase SMG mag size significantly. [spoiler]Hand cannons do instantaneous burst damage every shot. Therefore, all stats and power aside, hand cannons are going to be strong against weapons that require sustained damage. There is no changing that. Because of instantaneous burst damage, hand cannons are going to be best for team shotting. Hand cannons are going to be best for playing near cover, as all good players will do. Hand cannons are going to be best for cleaning people up. Hand cannons are going to be the best primary for priming people for a cleanup. That is how is is going to be period, just from the inherent design of hand cannons, regardless of their range, aim assist, etc. Therefore, hand cannons will always be near the top of the meta. The [i]only[/i] way to change that would be to make some other weapon OP as crap or making hand cannons incredibly weak. Neither are a good solution.[/spoiler]

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  • Edited by Dubufu: 1/3/2021 10:23:18 PM
    I'm not going to say anything until that 33% handcannon usage goes down. By the way, that number means that handcannons are currently more used than all primary weapon types combined. This is on all platforms, all modes, all levels of play...even Trials. That kind of stat would be an embarrassment in other games whether you like it or not. The inherent strengths of a handcannon, like peekshooting, usually are not even factors in other games, yet here it's commonplace. But if I mention this discrepancy, people will tell me "usage does not equal power" but then turn around and say that stasis is too powerful and everyone is using it. Funny how the Destiny community picks and chooses what they want to see. The sandbox would be great if handcannons, primarily 120's...were toned down like you said. They are the outlier. Until then, this game will continue to be a laughing stock among other pvp circles that actually have a functioning game on their hands.

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    • Is it?

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      • Nah. If hand cannon kills take up the overwhelming majority, the primary sandbox is far from “the best its ever been”. There are still plenty of weapon archetypes that are in need of some meaningful tuning. Could be WAY better.

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