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publicado originalmente en: Who actually likes the current pvp meta?
8/26/2016 8:14:16 AM
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Primaries need to compete with special weapons Slow RoF pulses need a major buff, along with slow RoF auto rifles. Hand cannons need their accuracy buffed, but keep the current range. Scout Rifles need to cause more flinch equivalent to how far away their target is, the farther the more flinch. Snipers need increased flinch, and less body shot damage, shooting and sliding needs adjusting for shotgunning. There's some other stuff that needs tweaking, but that's just my opinion As for class balance, I think juggernaut should simply add more armor. Currently it causes complete immunity from damage, a bit much. Stormcaller melee needs damage drop off, Sunbreaker needs some sort of neutral game buff, fusion grenades need less tracking, smoke needs damage decrease, tether needs a buff still, mainly accuracy on the initial shot, I've aimed it right at a guy and it swerved out of the way, skip nades need less tracking, arc bolt needs a buff, Sunsinger super needs a buff, and overall Hunters need a base agility boost, Warlocks need a base recovery boost, and Titans need a base armor boost All just my opinion though
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  • I agree with the buffing. But strongly disagree with the nerfing. Why do you think that auto rifles and pulse rifles are as weak as they are right now? Because people wanted them nerfed. Hunters don't have extended melee or Titan charge. So keep the smoke damage as is. Warlocks don't have Titan charge or smoke nades. Keep their melee range as is. Titans don't have smoke nades or extended melee. Keep their charge as is. You see what I'm getting at right? Each class currently has its own op ability. So why take that away from them? It gives diversity and gives them something unique. I don't want three characters with the only difference being their supers. No fun. But that's just my opinion, does any of this make you change your mind a little?

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  • I definitely understand your point. I think there's an area between buffing and nerfing that I'd consider balance, or tweaking. I don't ever agree with neutering classes like they have done before, or neutering weapons like autos in year 1. If all we ever did was buff, it would be like CoD. If all we did was nerf, it would be so slow like we were waiting for dial up. I think finding the middle man and keeping a healthy balance is best The adjustments I talked about don't keep the classes from feeling different. Smoke nades are still the most lethal long range melee, Stormcallers still have the longest up close melee, Titans can still skate in with shields, and the boost to base stats also goes in line with keeping classes feeling fresh. And with a Sunbreaker neutral adjustment, that class would compete with others I view it as equilibrium. If there are two bodies of water, physics says if they meet they will level themselves out to a middle man. But I'm not a game designer lol

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  • Editado por Duckworth2069: 8/26/2016 9:57:40 AM
    I view it as equilibrium. If there are two bodies of water, physics says if they meet they will level themselves out to a middle man. But I'm not a game designer lol[/quote] Excellent analogy and good post too. The biggest problem this game faces is the balancing of the guns and how they are balanced. The test field for guns and balancing is based solely off PvP usage instead of where it should be tested and studied....PvE. Every guardian has near identical health stats, we all get the same stat points. I'm assuming Ultras don't, the Ultra knight in the Dreadnaught goes down much faster than the Taken Champions you face on patrols. So the gun power should be determined there not PvP. A high RoF with low damage out put (Doctrine of Passing, Soulstealers Claw, etc) should never be able to take you down faster than a middle level Auto (Suros Regime, Antipodal Hindsight, etc.) Similar principles should be applied to all guns across the board, but the basis is this. Your PvP area should not be the deciding factor for gun effectiveness. Not everyone has the same finesse with certain weapons, so it's unfair to meta one type of gun and shit on the rest.

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  • This is very true. I wish that's how bungie did things. It would fix a lot of the issues with weapons in this game.

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  • I appreciate the compliment! But I'm a bit confused. You think that Doctrine and Soulstealer should always deal more than lower RoF archetypes? Sorry if I misunderstood I'm half asleep haha

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  • Editado por Duckworth2069: 8/26/2016 9:58:46 AM
    No. Doctrines should be weaker than a Suros or Antipodal. You shooting more bullets to compensate for the low damage out put and that is some how better than a gun who has a higher damage output and slightly lower firing speed? That's shitty logic *EDIT* Had to reread it. Thanks for the help pointing out the misunderstanding. Good looking out.

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  • In my opinion they should be equal, not weaker. If they were weaker no one would play the archetype

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  • The archetype would still be used just in certain applications. For instance I use a Suros Regime and a Paleocontact JPK auto rifle regularly on my main. The Paleocontact is much better at add control than my Suros. Both have diff rates of fire and damage output. When I do the totems on the raid, I can do a better job of add control with my Paleocontact than I can with my Suros. Now when I'm doing PvP, I won't break out my Suros for that. Each archetype has a function. However in PvP the High RoF guns melt me in seconds where it takes 4-7 shots from my Suros to put someone down.

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  • I guess I can agree with your logic. You make it sensible and not just simple minded "sick of this OP shit nerf too OP MLG rekt" like all the kids do. Why a Sunbreaker buff though? That class if by far my most favoured PvP class in the game. I feel that it's fine where it is. Literally all I do is stick on Cauterize, equip 2 fusion grenades and infuse melee with Stoke the Forge. That way any ability regens your health after every kill. Put on Red Death for total life steal.

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  • Hmm. I don't agree they are that powerful in pvp, in my experience. I think they are simply weaker Voidwalkers. They have better lifesteal, no cooldown on it either, and a farther melee and scatter grenades or axions can be as powerful as sticky grenades if placed correctly

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  • Shit really? I genuinely tend to smash crucible with sunsinger. Like I'm not gonna complain, if everyone thought like you my favoured class would become better and I would perform even better. Perhaps godlike. ;) maybe it's just my play style? Maybe I am suited to how a Sunbreaker is built? I dunno but so long as it doesn't get nerfed I see it being me most favoured class for a while.

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  • Editado por PhoneticLand: 8/26/2016 9:00:04 AM
    Lol then kudos, you've found something other people don't know about, it's cool to see someone rock that class. I really tried with it but I sucked so bad. Had to go back to my crutch, shadestep ;) lol

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  • I never favoured shadestep. That ability I suck so bad with. I see little ninjas bouncing around locking corners down with shotguns and they do it so well. I tried it. Got smashed. I favour that scout perk or what ever it's called. Really really like that enhanced radar and really really like tracking enemies even more when that big X mark appears on their chest. When they run away with low health, I can capitalise on it. When in a sniping battle. I can see when they're going to appear out of cover etc. It's like a personal UAV. It's gotten me no end of kills. And I cannot bring myself to equipping that cool looking purple helmet that grants both as I prefer Ahamkara's Grasps for double smokes. :D

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  • But the best part about shadestep is the ability to instantly change my direction. If I'm running forward and I see a sniper glare or something I can just quickly change directions and run right or left. Saved my life so many times

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  • Haha that's fair. And yeah keen scout is great. The best part is when people think they are clever and peak as soon as the hunted goes away, thinking I suddenly wont know theyre there. Like, bitch, it's so obvious you'd do that, get sniped For me I use shadestep much more for defense. Mainly shadestepping around corners to hug the walls as tightly as possible, or to peak lanes. I have no clue how people use shadestep aggressively, I always die or lose track of my target. I do use the Graviton with Keen Scout with a 3-3-5 tier build so I don't get double smoke but I try to get it back ASAP

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  • Oh absolutely it's great for defence. I think it's like you say though, no idea how to use it offensively, and that upsets me haha! Most of the time though I think people see shadestep and assume that they have only that ability accompanied with smoke grenades and void wall. I guess in your instance, they were very mistaken! Great chat. I appreciate talking to someone who I can share views with and not some narrow minded zombie who views their point and their point only.

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  • Lol same man. Also, Spike nades are so much better than voidwall. Just FYI ;)

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  • I'll take your word on that!

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