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Destiny 2

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3/19/2021 5:50:03 PM
14

Tuning malarkey version... I don't know at this point lol

Tuning! Changes! Obligatory "you have summoned yourself" jokes! But let's get into the stuff, both for buffs and nerfs. And I'm going to stick to mostly just weapons and exotics here. [b][i][u]Servers/netcode[/u][/i][/b] PLEASE make things 60 Hz Dedicated Servers. Trust me when I say this will be a MASSIVE improvement for enjoyment. [b][i][u]Range Stat[/u][/i][/b] Range changing hitbox size/bullet magnetism is dumb, and really serves too much for the stat. - Remove the Range stat's influence on hitbox size/bullet magnetism strength [b][i][u]Hand Cannons[/u][/i][/b] https://youtu.be/ZoFE5e8zzHs Let's refer to this video here for my suggestions. All Hand Cannons: - Reduce Bullet Magnetism/Aim Assist to avoid chest shots/misses registering as headshots 120s only: - Reduce range by a flat ~7 meters across the entire frame (keep the max high 30s to 40 in terms of falloff starting). - Reduce flinch output 180s: - Increase RPM to 200 (optimal TTK of 0.9 seconds) Crimson: - Reduce flinch output [b][i][u]ARs[/u][/i][/b] Inb4 "You're biased in favor of ARs!" I'm not, half of them are terrible, one frame is mediocre, and one is good, if still in need of a little help. 360s: - Increase RPM to 370 (0.81 second TTK) - Increase Suros Regime range while ADS using Dual Speed/Focus Fire (said version should also be brought up to 370) 450s: - Increase damage to not have inconsistent optimal shots to kill depending on resilience (always a 7 hit kill optimally for a TTK of 0.8 seconds) 600s: - Increase rate of fire to 620 RPM (0.77 second TTK) - This suggestion shouldn't touch Regime while using Spinning Up 720s: - Increase range slightly [b][i][u]Pulse Rifles[/u][/i][/b] I think some tweaking can happen All Pulses: - Increase range, I'm not sure what exact numbers should be, but I think they need something in that department 450 RPMs: - Increase damage to allow more bodyshots 340s: - Reduce damage to require all headshots for the 2-burst to compensate for the range buff Vigilance Wing: - Reduce damage to require more headshots for the 0.77 TTK Graviton Lance: - Reduce Recoil - Increase Rate of Fire to allow slightly faster killing [b][i][u]Scouts:[/u][/i][/b] These are overall in a good spot, with the only real issue being that there isn't a lot of flexibility in terms of where one can play with these, as they're built for range in a PvP environment that just doesn't have it. The only frame I'd change is the precision frame Precision Frames: - Increase RPM to 200, so there's 200 Lightweights and 200 Precisions [b][i][u]SMGs[/u][/i][/b] They're overall in a good spot in terms of range, damage output, etc. My issue here is that they feel a bit inconsistent because the bullet magnetism feels a bit, well, like bullet repulsion to me. All SMGs: - Increase bullet magnetism within optimal ranges, have hitboxes cover the character model better. [b][i][u]Sidearms[/u][/i][/b] Similar to SMGs, they just need some quality of life improvements. All Sidearms: - Reduce visual recoil, so less muzzle flash on things like the burst weapons, and on most frames have the recoil animation fully reset between shots at max RPM. [b][i][u]Special weapons in general[/u][/i][/b] Some small changes to perk pools and ammo economy. All Specials - Remove Opening Shot from perk pools and weapons currently running it - Special Ammo shouldn't drop when a Guardian is killed by Special [b][i][u]Shotguns[/u][/i][/b] Controversial opinion; I think the range is fine. But there's a perk on pellets that needs to go. Rapid Fires and could also use a little bit of love Pellet Shotguns: - Remove Quickdraw from all pellet shotguns, both in terms of perk pool, and in terms of weapons currently rolled with it Rapid Fire: - Increase range, and add an intermediate range that has pellets doing ~10 per pellet that doesn't see falloff until about 10 meters Slugs: - Increase Range by a meter (not on Chaperone) [b][i][u]Fusion Rifles[/u][/i][/b] I think the High Impacts are in a great spot right now, same to with Precisions. The other two can still use a tiny buff. All Fusion Rifles: - Range and Stability shouldn't have an effect on the amount of spread there is per volley, range should be pure falloff, Stability should be pure weapon kick. Make all Fusions have similar raw spread to High Impact and Precision frames Adaptive Frames: - Change to Lightweight Frames [b][i][u]LMGs[/u][/i][/b] This is more of a PvE suggestion, but I think it's very relevant. All MGs: - Increase PvE damage - Slightly increase range 360s: - Increase damage against Guardians, as well [b][i][u]Linear Fusions[/u][/i][/b] There's 2 ways to go about this, either we make them Special Weapons, or we buff them. I prefer the former, since I think these do have good niche over Snipers, having holographic sights and slightly less flinch in return for that charge time. All LFRs: - Reduce Bullet Magnetism/Aim Assist - Move to Special ammo/Energy slot Arbalest: - Add Anti-Barrier as an intrinsic perk. [b][i][u]Exotics I haven't already mentioned:[/u][/i][/b] Think I'll just throw in suggestions as I think of them here. Rat King: - Increase perk radius Bakris: - Reduce Blink range Controverse Hold: - Remove the random regen for the grenade in favor of a consistent amount (depends on damage dealt).
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  • I have been summoned!

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  • Sure. But tune it to pvp only.

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    • Not gonna get into every little detail but generally I like what you’ve purposed. That being said I agree with Phantom. I’m not a big fan of changing the ammo economy. Always makes it worse(or usually does)

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    • Very good, but limiting special ammo in pvp won’t work. When they did that in D1, the pvp player base decreased significantly.

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      • Limiting special ammo is not an option for me, they've tried it many timesand it's ALWAYS failed.

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        • I'll take the 200rps hand cannons or just bring back luna to its original state (without the ability to 2 tap). I miss it as a 180 (not gonna happen)

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          • Fusion rifles need more than this. And if Range and Stability don’t affect these features then Stability should be based on Frame and swapped out for another perk. One that reflects the spread of a fusion rifle’s volley. Rapid Fires should have a base damage increase with limited range.

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          • sick suggestions. precision frame autos could also be moved to adaptive frames and shift in fire rate. may feel a little better.

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          • As a PvE player who favors Autos and wants to like LMGs, i very much like this list.

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          • Great post. Obligatory "you have summoned yourself". ✌

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          • Overall pretty solid. A few things that I don’t agree with (namely SMG’s definitely need a bit more range), but in general this looks really solid. The servers have to come before anything though. I’d legitimately rather have bungie shut down D2 for a month and fully update to dedicated servers than keep going as we are.

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          • I really wish the game would break up the different stats into individual things so that something like Range does a lot more than you realize Special ammo, in general, I'd just send back to ammo crates because enabling one in the chamber for shotguns is silly and requiring primary kills still makes it unviable for consistent sniping. (Especially on the large maps that don't exist but should) Buckshot high range shotguns have too much range and should really be having the shortest while the faster ones have the most. This distinction if done right levels out their max effective damage to the same minimum but the difference in impact up close makes the true difference. Simply put, oneshots should never exceed base melee lunge. Higher range to the lighter frames makes them more consistent, more impact to the heavier ones makes them more deadly. The logic is backwards and this basically removes all purpose from the lighter frames since the heavier ones outlcass them in every way that matters. Lighter fusions need more stability, it's the only way to make them fight the heavier ones, in fact, i think rapids have the absolute worst on average. if these can't even have the control needed to land 6-7 bolts where high impacts only need 4, then they stand no chance. I think Quickdraw is busted on heavier frame specials because it completely undermines the point of them having low handling, it's literally countering a balance decision.

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          • Edited by Darth Lunchbox: 3/19/2021 8:19:15 PM
            Holy shiite Batman, that video is ridiculous, no wonder so many people use HCs, Headshots from the waste up.

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          • Yknow I kinda like this and I kinda don’t, this is pretty well thought out and interesting. Bungie should legitimately look into this.

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