I'll start off by going over exotic weapons than archetype and general weapon changes changes than handcannon bloom Ps: keep in mind this post is mostly pvp focused and only goes over year 2 and 3 weapons
EXOTIC WEAPON CHANGES
(anything I don't mention I don't think needs changes)
Primaries
Fabian strategy: it's just not that great so this is what it should get to make it on par with other exotic autos. buffed base stability by 7% and exotic perk activation range by 1.5 meters
Suros regime: this weapon suffers from unfortunate archetype syndrome I'll be going over all archetype changes at the end.
Khvovstov: the only problem I see with this is that it's main claim to fame is entirely meaningless because it only changes the fire rate not the damage that it does so no it's not a auto/pulse/scout rifle it's an auto rifle that shoots in the same firing rate as said weapons
Hardlight: no reason to ever use this over zhalo or m. Carlo I think it needs a major stability buff so that it has the highest possible stability an auto rifle can have for 2 reasons 1. It's literally a laser beam it should have recoil like a laser beam 2. It would set it apart from other autos in the same archetype and give it something unique and useful because it's unique perk is totally not useful.
Red death: another gun that suffers from unfortunate archetype syndrome once again going over those changes at the end
No time to explain: in all honesty I've never gotten this gun so I can't really judge it
Hawkmoon: a sad shadow of a once good gun. This thing needs a good range buff of about like 10% I think it's range should be on the upper end of the spectrum as far as handcannons go because there's no reason to pick this over a palindrome or a decent baby hawkmoon and for those wondering No. lucky rng bullets don't justify its low range stat because for those to be effective you kind of have to actually hit your target.
The first curse: sigh... I don't know what needs to happen to this gun to make it useful. I do think it needs to have a massive range buff like 70% it should have more range than almost any other hand cannon ever! It's slow and rewards you taking your time to line up your shot. There's no reason that you should miss despite doing that just because of stupid rng bloom.
Ace of spades: it's a good pve gun that's great for clearing out mobs I think that if just needs a decent range buff of like 6-9%.
Thorn: this gun is actually pretty good in its optimal range... which is also the optimal range of the vendor last ditch so you might as well just use that. The thorn should get a good range buff of about 10-15% so that people can actually maybe consider not using send it and still have a decent gun. The damage over time is actually balanced it doesn't last long enough to deny shields and doesn't do enough damage to actually really make a meaningful difference especially because people are going for high armor build now and there's the artifact that halves burn damage. If your afraid of final round being an issue (which it isn't and probably won't be) just replace that with rangefinder and call it a day there's no real reason to use this gun either over a palindrome,baby hawkmoon, or the last word and that's kinda sad that such a cool gun actually came close to being balanced but was then destroyed.
Boolean Gemini: an interesting scout rifle that's perk is very niche and not that good even when in the best of scenarios. In the crucible you have to get at least a triple kill to make the most of it and that kill has to be a specific type of kill (body or precision) the buffs you get aren't that good despite the effort needed to obtain them so I think that the buffs them selves should get a slight buff and they should be granted on any kill instead of having to be a precision kill for speed when that perk is active or a body kill when that perk is active. Instead the two perks should be "grants an agility bonus on a kill" and the other perk will be "grants an armor bonus on a kill" or they can combine both perks into one perk so you don't have to choose between two perks the new perk would be "grants an agility bonus on a precision kill and grants an armor bonus on a body kill"
No land beyond: definitely more of a for fun exotic that's not meant to be taken too seriously. I do think it's exotic perk should make it where it doesn't have sniper glare considering that it doesn't actually have a lense so irl it wouldn't have any glare plus it might actually be somewhat useful
Specials
4th horseman: an extremely powerful weapon when used at melee range and completely useless otherwise. I think it needs a good stability buff so it's exotic perk can actually be used
Chaperone: one of my favorite exotics to use for fun but I do think it needs a slight slight rate of fire and range buff
lord of wolves: one of the coolest looking exotics that is actually quite effective if used well although I still don't think it's as good as a traditional shot gun I think that the only change that this gun could use is make the whole shot come out faster this isn't a rof buff but make the time in between the bullets in one volley shorter
Dregs potato: holy cow what a weapon the dregs promise is without a doubt the most overpowered gun in the game due to its incredible exotic perk "this weapon causes enemy guardians to laugh at you when they realize your using the dregs potato" I think this gun needs some heavy nerfs
Heavy weapons
Truth: the best exotic heavy in the game for pvp but I don't think it needs any nerfs except maybe a slight blast radius decrease
Gjallahorn: no reason to use this over truth but that's okay it's a pve gun anyway
dragons breath: no reason to use this over truth or gjallyhorn it needs a solid buff to blast radius or something i don't know buts probably the worst exotic heavy to use in pvp other than the next weapon
Sleeper stimulant: definitely a pve weapon for I can't think of any reason to use this in pvp or any Change that can be made to make it viable maybe make it have slight tracking properties on it ricochet so that way if a ricochet just barely misses it will hit anyway
Super good advice: meh it's got meh base stats and a meh perk if you want some super good advice don't pick this gun over any other exotic machine gun (I know that jokes probably been made like 1000 times before) but I do think that it should get a stability boost
Swords: the exotic swords don't have any more use than the legendary swords in the crucible except for the bolt caster which really has no more use than any non sword heavy weapon their definition fun but not that good I think the exotic swords should give a movement speed buff and have slightly more range with their basic attack than legendaries.
GENERAL WEAPON/ARCHETYPE CHANGES!
Buff the base stability and range of all auto rifles by approximately 5%
Make all shot guns harder to handle during sliding and 0.5 seconds after the slide is over.
Remove hand cannon bloom or at least tone it down a bit this will have its own section later that will go into more detail
Low rof auto rifles (like the Suros) should get an impact buff so that the effect is it takes one less bullet if you land nothing but precision hits to kill someone this will definitely help with the time to kill without making them op especially when there's still stuff like the clever dragon they have to compete with
Buff low rof pulse rifles (like the red death)impact so that they can kill a target in about 4-5 bullets to the head and 1-2 bullets to the body and reduce rate of fire to compensate so they don't become op but can still compete with higher rof also buff their base stability by about 4%
Nerf highest rof pulse rifles (grasp of malok clever dragon type) base range across the board by like 7%
Nerf highest impact shotgun archetype (things like the matador last ditch and conspiracy theory) range by 7ish%
Nerf all rocket launcher velocities by 5ish% machine guns should have at least half a chance vs them
Edit: instead of nerfing shotguns they can just reduce the amount of special people get
HANDCANNON BLOOM CHANGES
I really don't know why this was added to the extent that it was it I understood handcannons were very powerful but I don't think this was the way to change them. I think that right now bloom should definitely be toned down a lot I don't know exactly how it's programmed in but I think that blooms effect should at least be halved if that's possible for several reasons
1. Not all handcannons should have the exact same roll to be good. Bloom makes the desired roll for handcannons the same all the time there's no room creative ideas or other interesting perks because range is too important and because of that there's no reason to experiment on different perks for handcannons and that really makes things a lot less interesting as far as handcannons go
2. Adding an rng effect to an entire weapon class is just dumb nobody wants the outcome of a battle to be based off of randomness especially in a first person shooter the victor should always be the more skilled player not the player who got luckier with his bloom rng
If there's anyone who doubts the true effect bloom has on handcannons just YouTube ghost bullets tested.
The meta is stale primaries are rarely used over special weapons there's so many exotics that are just pointless in pvp wether that's because the roll they fulfill isn't necessary or their just really bad at fulfilling the role their supposed to. The meta is dominated by specials and the occasional high rof pulse rifle and not much else stands a chance. PS: Thanks for reading.
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2 RespuestasEditado por STARWoLF00: 10/28/2016 7:56:39 PMIt was a good read, but there are some things that need to be more fleshed out. Rocket launchers are for all intents and purposes one and done. But, someone with machine gun can go on a 10 or 15 kill streak with no problem. They can kill people from quite far away in a very short amount of time. Very high rate of fire pulse rifles like the grass don't need simply a range reduction. They can keep their range. What they need is increased damage falloff. To be plain and simple, these high rate of fire post wife always do almost maxed damage and can kill people from almost literally across the map. Even the hawksaw. There is almost no reason to use any other weapon type or archetype. You are dead wrong about the sleeper. It will kill any super in the game one hit to the body. A body shot does over 500 damage any headshot does over 750 although you don't need anyone in the head with it. In PVE. It may not be the best weapon to clear ads, but it is by far the best weapon to use on a boss. The sleeper will always put maximum damage on a boss as long as you eat for Percision hits. No other weapon in the game will always do as much damage at its maximum fire rate. Not even ghorn. Fusions are inconsistent. And idk if nerfing shotgun damageis the answer. The greatest issue with shotguns, is player movement. To speak frankly, you can fly all over the map with a shotgun. You can slide 50 feet with a shotgun. You can jump through the sky shooting people with a shotgun. How well a shotgun handles and How you should move with it should be based off of its impact an archetype. You shouldn't be able to do all these amazing feats with a massive high damage shotgun. Sorry for grammar I'm using speech to text.
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6 RespuestasWas on board until you decided to nerf shotguns and pulses
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3 RespuestasYour notions on hand cannons are likely correct but would in practice be the end. Why? If you take out bloom or do much altering of them they will be the only weapon used.......much like the high fire rate pulses now. Those pulses have what? NOT a single down side. none. they have range they have time to kill they have stability they have reload speed and magazine size to spare. There just is no down side to them currently and this could easily happen to about any weapon in the game as we know but I could see it with hand cannons in the blink of an eye. Good read though and I think the game is at an odd balance point now. I don't know if shotguns are the problem or bungie is the problem. They started dropping matador WTF they put in and put a focus on a game mode that is all rushing. They put in many new maps that are shotgun ready. It is almost like they are creating many of the problems you are mentioning. Look at how many ways there are to get top top end fastest fire rate pulses now and just wait till they hand them out in the banner. Most of the buffs you mention I totally agree with but hand cannons I still urge caution so they don't just replace fast fire rate pulse rifles as the only game in town.
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1 RespuestaYou are wrong about a high rof pulses. Just wrong. Sorry but you are. You want nerfs. Muted
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1 RespuestaEditado por ace_man2011: 10/28/2016 3:45:57 PMI disagree with the velocity nerf to all rockets. I say the if you equipped tracking on then rocket then it lowers velocity. Also I think either snipers should have the last flinch nerf removed. Or make the flinch relative to range. So the further you are away with a sniper the less flinch you have. The closer you are the more flinch you have. That way aggressive snipers have high risk/high reward. And maybe one change to the clever dragon. Arguably the best/most consistent primary in the game. The change would make it not allow high caliber rounds roll on clever dragon. These are my opinions, I'm open with other people's opinions, so if you disagree with something just tell me why and I'll try to see it from you're point of view
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1 RespuestaI disagree with the removal of bloom. That means more people will buy the Palindrome, meaning cancer will spread. Hand cannons are already as powerful as they need to be.
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I actually originally reviewed every exotic in the game and discussed general pvp changes (like making there be less special ammo, more customizable custom games stuff like that) the exotics I kept in are the ones that I think had the biggest most important changes I suggested. Also I just want to say I tried to make this as unbiased as possible to try and make the game more balanced.