balances and or changes I think that would satisfy all play types
snipers need less AA or hit boxes adjusted so that aiming AROUND the head doesn't count as a head shot. and snipers need to be de-scoped when HEAD shot and given the type of gun scout, pulse, ect. respectively and flinch applied for impact rating also taking into account stability stat in general.
flinch needs a stat that is displayed on guns and measured and adjusted to perks applied to guns
AA (aim assist) needs a stat that is displayed on guns and measured and adjusted to perks and sights applied to guns
when sprinting you are slowed (not completely stalled out) by taking shots. ie: flinch, unless the class and or armor has a perk that reduces flinch. aimed at balancing shot gunnners. perk wise, thinking that titans would have this.
my thinking on this is based on the fact that people spawn with special ammo.
titans need their shoulder charge tied to their melee charge but also a perk that builds up melee charge the longer you sprint.
a warlocks nova bomb should not kill the caster.
warlocks need a shade step, VOIDWALKER I mean come on its in the name.
a hunters skip grenade needs less tracking distance.
no subclasses nades should kill caster if the nade has tracking. even if applied from a exotic armor piece.
given the fact that sunsingers do not have a super that kills out right. they should not be able to be sniped or shot gunned before they have a chance to even move.
sunsingers need the firebolt nade damage on par with other nades in the game, on damage dealt.
night stalkers need less range on the tether.
defenders armor of light needs a buff, weapons of light needs a buff.
defenders needs nade cool down from being in bubble that is shared to teammates. given by exotic or perk.
WEAPONS
the problem is there are too many archetypes of weapons to balance properly. scouts, pulses, autos, hand cannons each has like 3 or 4 archetypes. but logically scouts and pulses are really variants of "assault rifles".
im only going to touch on pulses so that I don't go too far off this particular thread. pulses really only need 2 archetypes. low rof with high impact, high rof with low impact.
example: spare changes.25 and red death need to be the same archetype but tweaked so they have the impact of spare change.25 but rof of red death. those are 14 and 30 impact archetypes that usually have a stability from 80 to 40, give or take. and rof of 59 and 66. so impact would be 30 with a rof 66. so burst to kill would be 2 to 3if all bullets are head shots.
so now you have your hawk saw and the grasp of malok that are 7 and 4 impact. with 73to 77rof and stability from 30 to 100, give or take. so impact would be 7 and rof would be 77, and given head shots 3 to 4 bursts.
But as they are now there are 3 archetypes of pulses that take 3 burst (headshots) to kill. how does that make any since. and believe it or not spare change.25 still only takes 2 bursts if all shots are head shots.
OR spare change.25 increase body shot damage so it only takes 3 burst.
I really have too many thoughts on all gun types to list them all but im willing to have a discussion.
edit: I thought it was clear that aim assist is also target acquisition?
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Weapons balances are fine, it's the class balances that need to change. Mostly lightning grenade, juggernaut and storm caller melee
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6 RespuestasEditado por D3ATH: 7/15/2016 5:42:45 AMThis is pretty bad balancing. All you have to do to fix this meta is reduce sniper body damage to 120 to 140 depending on the sniper. And fix shoulder charge detection. And that is it. Anything else needs to be discussed in depth. However these changes that I stated, are the most popular and most accepted. Please never give do this again.
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1 RespuestaAll of those hunter "balances" were negative.. You make me sad that you're biased.
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3 RespuestasThe only thing needed at the moment is for bungie to return pulse rifles to HoW levels. Seriously, they would compete with Mida, TLW, snipers, shoulder charging, auto rifles, anything. Just a shame they will look at the game and only think of what they can nerf next and not what they can buff.
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1 RespuestaHow about if we just make it cbmm
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3 RespuestasSnipers body damage halfed
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RUP OP.
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4 RespuestasIf you feel that way go play battlefield. Destiny PvP was never meant to taken so serious, It's supposed to be like Doom, a fun run n gun arcade type shooter. Without aim assist this game would be even sweatier than people already try to make it. No thanks
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1 RespuestaPvP changes: Revert everything back to the way it was when the game first released.
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7 RespuestasWow people seriously want shoulder charge nerfed according to guardian.gg it's the worst perk you can pick...
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2 RespuestasYeah nerf everything to the ground and give us water guns to mess around in pvp :)
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27 RespuestasFunny how no one complained about snipers in year one until now? You guys want a better game then stop nerfing shit and start asking for buffs
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1 RespuestaEditado por Bieltan: 7/14/2016 10:40:53 AMTl;dr However I did catch you suggesting Snipers need a nerf. Let me just point out I am a dreadful sniper in every PvP game ever made. In Destiny I'm magically halfway decent. Snipers are super easymode in this game compared to other shooters.
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You realize if they change crucible those left here won't play it? Any changes to crucible before RoI will kill this game IMO. [spoiler]so bungie may do it [/spoiler]
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3 RespuestasOP obviously doesn't know what aim assist is. I stopper reading after the first sentence.
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1 RespuestaLooks like someone Nerfed your Capitalization.
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3 RespuestasAim assist isn't the crutch everyone thinks it is. But bungie needs to make it one number across the board. Remove hidden hand and any added aim assist across the board. Descoping doesn't work unless bungie reconfigures every special weapon. Leave hunters alone. Warlocks don't need shade step agility and fast movements are not in there playbooks. Shouldar charge needs a proper cool down but not linked to a titan melee. Slight Nerf to height range on foh and lightning nades weapons are fine. And killing in supers has always been there its fine. Its a risk you take .
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1 RespuestaWhat I don't get about this community, is currently every slot has a dominant primary and a choice for rush or range in secondary, in regards to PvP. Same goes for subclasses.Yet all I see are crys for nerf. As of now, the hand cannon has TLW, scout rifle has Mida, pulse rifle has GoM/others like it, auto rifle has doctrine of passing/others like it. Though some of these are more built for instant pvp use (mida/tlw), others need a good roll. This game is pvp/pve...I have guns that I love to use in pve, that have perks made for pve, that are more forgiving for the pace of pve, that would get me slaughtered if I wanted to be competitive in pvp. I die to a slew of weapon variety in pvp..more often than I'd like. I rarely check a guardians loadout, unless he/she goes relentless on me. Not every gun is for me (I hate hand cannons and auto rifles and suck at sniping), so there will be counters to my play style that can rip me apart, if I face a player that's figured me out and I keep trying to mash a square into a circle peg...tlw/sniper in the hands of a crafty guardian drinks my milkshake. Same goes for subclasess. I run defender. If I play against a fireteam that insists on trying to kill me inside my bubble, my kd triples. If I run defender against a striker titan or voidwalking warlock, who uses their super as counter vs to kill that one guy around a corner...my advantage has been equaled. Tldr Stop crying about balance...it's here. The only issue I see in pvp is lag...it's worse than ever, but if it ever gets so bad it makes me angry...I'd stop playing.
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Bungie PvP team to play their own game without just going by a computer program or by what everyone uses or cries about Just my opinion
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1 RespuestaNurf snipers buf shotguns and its balanced
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6 RespuestasEditado por PushedBean764: 7/14/2016 8:17:32 AMShadowshot is hard enough to aim as is Edit - with Quiver of course
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16 RespuestasMe detects some hunter hate. Could OP possibly be a bit biased?
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8 RespuestasEditado por Swiftlock: 7/14/2016 8:22:24 AMWarlocks that can blink AND have a dodge move would be overpowered. Tether does not need a nerf. Skip grenades don't need a nerf. Shoulder Charge does not need a nerf since it demands that you recklessly sprint up to your opponent's face. You should be punished for setting off explosive abilities right in front of you to deter players from using them as a cheap panic button for up-close enemies.
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5 RespuestasJust buff primaries to their vanilla state
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5 RespuestasEditado por magburner: 7/14/2016 8:43:27 AMBUNGIE create one of the most powerful imaginative, and innovative primary weapons in decades of FPS gaming, and then go about marginalising it, and making them unusable. I am talking about hand cannons. Hand cannons made me fall in love with Destiny, but the way that they have been constantly nerfed is turning me off this game. Hand cannons should be the most powerful primary weapon in the game, since they have the highest risk/reward, and barring a couple of bad apples, all require skill to use or master. Every other weapon type, especially the no skill meta weapons, should be subservient to their potential. Unfortunately, the exact opposite is true. Hand cannons are subservient to every other weapon type, especially the no skill meta weapons. There will be no harmony in Destiny until hand cannons are the apex weapons, and hand cannon masters are the apex predators.
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4 RespuestasNo more nerfs please