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#feedback

Editado por Puma: 4/8/2016 10:47:34 PM
14

April weapon "rebalancing" makes no sense

Here are some changes that should not have taken place, and with good reason. [u]TLW Nerf:[/u] balanced gun because even though it has the fastest potential time to kill, it has a hidden exotic perk that causes the weapon to fire 4 random blanks in every magazine so the true TTK is hardly ever realized. Since when was the bonus damage even a problem? The weapon is extremely effective at [u]close[/u] range simply because of the bonus damage. At long range its useless and whether or not the shots actually connect to the target is basically RNG at any range. [u]Sniper reserve ammo nerf:[/u] holy shit. Not even being able to hold 20 rounds in a sniper in PvE is going to be just plain retarded. And not only that, but the most popular sniper in the game, the 1000 yard stare, is getting even more of a reserve ammo Nerf than other sniper varients! Why the -blam!- would they make this change apply in PvE? Just makes no sense, especially when snipers are the only usable secondary in most PvE activities. [u]Sniper handling nerf/ increased zoom length on low zoom scopes:[/u] I think most people can agree that the biggest problem in PvP right now is extremely passive play and people camping in the back of the map with sniper rifles. The sniper changes will actually [i]encourage[/i] this playstyle instead of mobile sniping, making the crucible a more campy and passive place. Also, range and scope optics have a direct relationship with target acquisition. That's why the lover range scopes have the highest aim assist. So for the people who complain about aim assist, its about to get a whole lot worse. Changes that should have been implemented. [u]shotgun buff[/u] the best way to destroy the current awful passive meta would be to undo the last shotgun Nerf, especially now that snipers are even more campy. [u]Firebolt/ viking funeral nerf:[/u] these grenades are so OP its not even funny, I don't really have anything to say about it at this point. [u]shadestep glitch:[/u] beyond game breaking, and bungie hasn't even addressed it. There are a million other things to include but you get the point. Bungie does not know how to balance.
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#feedback

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  • Editado por X-LoganX: 4/9/2016 11:27:12 AM
    Mobile sniping is not how the class should have been played. They even admitted it in the stream. Sniping is a long range suppression role. Always will be. You want to run around jump sniping and quick scoping find another weapon or even game that caters to it. It's getting tiresome trying to explain what sniping is. Commando sniping is not like it.

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  • They should have read my thread on why sniper rife is op and has lost it's place in the game.

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  • They do NOT know how to nerf or buff........we are beta testing for Destiny 2

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  • Editado por DreadfulRaven: 4/8/2016 5:59:15 PM
    Hey everyone, look!!! It's a hunter complaining that they nerfed TLW/1kys! Smh. Camping hasn't been the problem. That will always exist. After all it is their intended roll. People running around using snipers like a single slug shotguns has been the main problem. In most encounters involving players running a SR, when they are successful in an exchange it's either a quick scope one shot kill, body shot followed by Primary, or (Rarest in current Meta) picked off by a camper. No one can argue that they are being over used outside of their intended roll. Scopes and handling needed some reworking. IMO the nerfs to SR's weren't severe enough. They are still going to be a force to be reckoned with after the update, just not so much in cqc encounters like you see now. As for TLW, it had it coming.

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    • Na... thank God they didn't touch firebolt... I already lost my shotgun to the streamers opinions... shit ...can I have some damn fun please. Not everyone likes to camp and jump snipe

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    • Perfect fixes: -buff shotgun damage but make range drop off more severe -make more shotgun archtypes and increase reload speed by around 25 ·all stats are completely dependent RoF. Why not have some other shotguns like ones with high stability, RoF, and damage but no range, or switch range and damage around. How about one that has lots of range, a low RoF, but always takes 2+ shots to kill? -buff fusion rifle range and stability across the board -nerf special ammo (and heavy by one drop, not 2) in the crucible -make supers do 3x as much damage (if not more) in PvE -gj on pulse rifles, possibly increase damage on smite of merain type prs (maybe increase range and stability but decrease damage, I feel like they should be slower firing, easier to use ars) -nerf high RoF AR stability greatly, maybe more damage (I love high rofs but that much stability makes fast kill times easy, should be high skill for fast kills) -med RoF ars should kill slightly faster, maybe 22-23 damage per shot. -low RoF ars should be super easy to use, should be competitive but not as good as other weapons. Buff damage slightly so they are competitive. -scouts are good -legendary hand cannons should all get +10-20 range depending on range right now -

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    • Why don't you throw this in #Feedback? So you actually get some attention.

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      • After reading that TLW part, I struggled to find the satire tag. I think you missed that out. Anyone else notice that?

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        • Lol what's a buff? I think if bungie reverted to HoW meta I'd come back but the current state of the game is just a boring sack of shit.

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        • I completely agree with this, except for one thing. The shadestep glitch is nowhere near game breaking. Annoying? Yes. Needs to be patched? Certainly. Breaking crucible? Nope.

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        • The only thing on your list I agree with is the address to the shade step glitch.

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        • Says firebolts are op but tlw isnt. Ha funny one.

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          • You do realize you’re painting a pretty big target on your back complaining about TLW and 1K Stare when you have both of them equipped right? TLW nerf is fine because it essentially turns into the shotgun buff you’re talking about. A shotgun user is going to be able to close the gap a little easier against a Last Word user with this nerf. I like this more than buffing shotguns because I think shotguns are at a good place right now and going from update to update nerfing and buffing shotguns sounds silly. I could care less about the sniper ammo nerf in PVE because people are making a mountain out of an ant hill right now. It really only heavily affects Kings Fall because you can’t run around and take advantage of the increased special drops when you’re forced to stay in one spot. What this does is make the bosses slightly harder because you have to run thru more cycles. And I’m not even sure that’s the case. I’ve run through Warpriest with a Tlaloc a few times and done a crap ton of damage with that and 10 snipers shots. He’ll still probably die in two rounds or be very close to death. It won’t affect Golgi as much as you think since very few players can actually rattle off 20+ shots of Spindle per cycle. I normally only shoot him 15-16 times. The other PVP sniper nerfs are fine but I didn’t have an issue with snipers as much as I had an issue with a lack of Primaries that could challenge snipers at mid range. Mida was one of few weapons that could do it because it had HCR (and therefore the reason it was so popular). Taking that off of the gun is going to be an issue without making the mid tier pulses a little better (Red Death – which has HCR, Reflection Sum, and the Slow FR PDX). Other thing to realize is the new Suros doesn’t have HCR (unless it’s a hidden perk) so I don’t think it can replace Mida in that roll. It’ll be interesting to see the sniper stability nerf and how it plays out with double body shots. You talk about the nerf and say that snipers will start camping more…..which I don’t disagree with, but I think Bungie did this to open up the mid game to the fusion rifle. So instead of running around with a sniper and being aggressive, you can just use a fusion. Since those looked pretty solid in the stream. I think the nerf was more meant to lessen the amount of snipers and open the door a little for the fusion player. Therefore, let’s see how that plays out before we jump to conclusions about more campier snipers. I agree with the firebolt issue though, that should have been changed slightly. Along with the shadestep glitch…..but that might be more of a programming issue than anything else (how do you stop someone from pulling out a ghost?). And honestly it’s not as big of an issue as you think because it’s very hard to pull off (especially for the average player) and even harder to pull off and gain an advantage.

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            • No. Go away.

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