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Editado por Moof Juice: 10/30/2016 10:19:59 PM
59

Crucible balance idea poll

Completely agree

43

Mostly agree

243

50/50

99

mostly disagree

69

completely disagree

65

Here are my ideas for crucible balance. CQC WEAPONS -Auto rifles -balance around 0.8s ttk (pre nerf doctrine) -fastest TTK but shortest range for 100 ROF archetype -ttk increases as ROF decreases but range increases (Monte Carlo/grim citizen) -Hand cannons -reduce or remove bloom -increase damage fall off penalty to compensate -buff hawkmoon base range -buff thorn base range OR dot -return TLW hip fire damage OR make hip fire even faster than it is currently Mid range weapons -high ROF pulse rifles (grasp/cd) -drastically reduce range -reduce base stability -perhaps reduce damage by 1pt -mid-high ROF pulses (hawksaw) -reduce range -minor stability reduction? -mid -low ROF pulse(nirwens) -stability buff -range buff -low ROF pulse (parthian shot) -massive range buff -stability buff Scout rifles -base stability buff -increase flinch they cause -reduce flinch they receive SPECIAL WEAPONS: -fusions -base recoil direction buff -projectile speed buff -sidearms -small range buff -small stability buff -snipers -aim assist reduction -flinch changes undone -shotguns -no change MY REASONING: cqc primaries are too weak, and that is making the shotty meta worse. mid range primaries(pulses) are incredibly strong at basically any range AND offer the fastest TTK alongside ridiculous flinch which basically kills sniping in a competitive sense. long range primaries are in a good spot, but could use further incentives because most maps favor pulses. buffing scouts slightly might allow for a more support/flank playstyle. as for special weapons... shotguns are obviously dominating right now, and snipers have gone the way of fusions and sidearms. hopefully the proposed balance changes will provide enough incentive for players to use all special weapons hopefully creating a balanced meta.

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  • Mostly agree, pulse rifles and hand cannons defiantly should not be as effective at mid to long range compared to scout rifles. Scout rifles seem to be in this extreme long range space that just doesn't show up enough on the maps we have. Scouts are in sniper territory and constantly get out shot by snipers because they don't provide enough flinch and have a slow predictable cadence to their shots. I would also like to see a slight damage buff to scouts and sidearms, just to get their time to kill a bit more in line with the current pulse rifle / hand cannon meta. Another thing that could be done is to rework shotguns into a two tap kill by increasing ammo, rate of fire and stability, and reducing impact and spread. That would increase shotgun time to kill but also keep them very competitive in the short range.

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  • No https://youtu.be/1q_dKhks4v8 this man speaks the truth.

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  • Other than the pulse nerfs I agree

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  • Editado por DatSaintsBoy: 11/2/2016 3:24:19 PM
    TLW does not need a buff at this point in time outside of the general hand cannon buff. I think that the flinch needs to be reduced, not necessarily changed back to pre change flinch. Otherwise, I mostly agree.

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    • 1
      no

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      • Your auto rifle changes are fine The two competitive pulse types in their current states should be the base line for all primaries so they definently shouldn't be nerfed. Scouts just need higher body shot damage since Destiny's auto aim mechanics make landing consecutive headshots inconsistent. If fewer head shots were required, they would be fine. For example require 1 headshot and 2 body shots for high impact scouts to achieve their ideal time to kill in .82 seconds to bring them in line with hand cannons. TLW wouldn't need the hip fire buff with bloom removed but all other hand cannon changes are spot on. Snipers should keep the flinch changes but revert to y1 zoom and handling values. They should be designed around getting the first shot not over powering primaries. Sidearms should just be brought in line with the trespasser it's balanced perfectly. They should also take primary ammo since they are basically primaries. Shotguns should have a shorter range and tighter pellet spread to increase consistency within their intended ranges and fewer RNG kills from ridiculous ranges. A straight range nerf would probably break them. Nerfing only the matador is a possibility. Fusions are tricky so I wont address them. In general though they should just receive a universal range buff.

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        • But #1 MAKE ALL GUNS BE ABLE TO JUMP AND SHOOT!! Only 2 guns can do it... Shotguns and HCs, guess which 2 have the most kills in Destiny? Duh

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          • Editado por gaming fan 2548: 10/31/2016 11:59:56 AM
            Is it just me or does this bloom thing seem like total bs. I've been using thorn and I don't see it; along with that, (maybe just me) but when others use HCs they hit all shots, not to mention the Sarah Palin Dome hc. HCs aside, all high impact scouts should do 50 damage to people instead of 49 on a body shot

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            • Just nerf fusion rifles

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              • There is no such thing as crucible balance when there are 3 different classes. All handle differently and some have blatantly advantageous subclasses and skills designed just for pvp. Others seem like they're better for pve. One example is looking at mobility and weapon handling. Not even considering the weapon they are holding, a hunter has way more chances of outrunning a warlock because of quickly being able to weave in and out of cover. Also, being able to instantly ready weapons (in the air while jumping and between jumps), while Warlocks can float slowly and cry when they have to slowly ready the weapon mid float. Hunters can get lots of armor and agility together. Warlocks cannot choose passives to concentrate mainly on those two. It's always split between recovery.

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                • Buff First Curse range, so that it has the greatest range, more than any 'god rolled' legendary hand cannon. First Curse archtype, should be the only hand cannon archtype that can operate in the midrange. Damage falloff to be added to the end of effective range, and not inside it.

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                • I was with you untill u said increase damage fallof on handcannons and remove sniper flinch completely. Because that would mean my favorite handcannon has damage falloff at 3 meters.

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                  • Only thing I don't like is the last word change. Even at its slowest ttk, 4 consecutive body shots, it's a .8 second ttk. I think bloom on tlw is the only thing keeping it from being extremely op. Other than that, everything else looks reasonable.

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                    • No way should the flinch changes go on snipers. The reason they were brought in in the first place is because sniping was too easy. All other games have means of limiting an under fire sniper's ability to hit their targets (the best is Battlefield's suppression mechanic). Now if a sniper gets a drop on you you're still going to get hit but if you contest then you should, quite rightly, be able to outgun them.

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                      • Fuel beams can't melt steel jet

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                      • For TLW, they should have Fan Fire/Full Auto deactivate while ADS. The perk, [i]Last Word[/i], should be changed to do the following: - While [b]hip-firing[/b], you have increased stability, target acquisition, and precision damage - While [b]aiming down sights[/b], you have increased range, impact, and accuracy

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                        • Nirwen's Mercy already doesn't move. Blanket stability decrease across all Pulse Rifles, reduce Thorn RoF/buff burn, then we'll talk.

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                        • This guy wants to talk balance yet he says to leave Shotguns alone LMFAO Also your suggestion for pulses would kill the class. Buff other primaries if you want to but nerfing pulses and making them take longer to kill would just make gun fights less fun.

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                        • Fusions don't need a buff. People need to have skill.

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                          • Fail penis poll

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                          • Editado por DuBChiri2: 10/31/2016 4:29:39 PM
                            I feel like they should reduce the flinch that pulses have overall. If I'm trying to mow you down with my auto, but then you shoot a burst into me and my gun starts shooting like khvostov, it's a bit difficult to get the kill. Reduce their range and remove full auto from them to prevent superior time to kill, that way it's not just a ranged auto rifle that kills faster. (Except on exotics with it and raid weapons) Now I know what some of you are thinking "you nerf pulses and they go into the garbage" ha ha ha, no, nothing will ever reach low rof auto rifle level trash. How bungie sees auto rifles , full auto gun meant to be stable? Meh give it the second lowest stability and the most unusable guns without the right perks. I got the crucible auto from a package (something dilemma, can't remember the name) and it literally had garbage perks, so I try it out anyways...it has the worst firing pattern I have ever seen, it shoots like a slow hardlight with the least amount of stability possible, and the damage was awful, I trashed it immediately after firing it for 10 seconds, and its range was not so good. So you basically need a god roll to have a usable auto, unless it's an exotic auto like the lovely suros regime Where as a pulse or scout rifle doesn't have to worry about range as much as autos so you can just disregard any range perk and go for stability. My proposal to making autos better: Suros regime archetype autos do 28 damage a headshot now, because I can't tell you how many times I leave the enemy at one health because my 1 bullet missed the head from the enemy shooting me once. This buff would allow for more consistency in kills bettering TTK and prevent range from being too big of disadvantage for autos. (It takes 8 bullets from an auto rifle to kill, even -2 damage on the auto makes it take another bullet to kill, which is garbage) Buff the god damn base stability slightly and give them a better magazine size like at least 30 bullets. Focused fire damage increased by 2 to keep consistency, because once again the flinch caused by other weapons can make you body shot, requiring another bullet to kill, so if I kill my oponents in 6 bullets with focused fire even if I miss 1 headshot and its a body shot, it will prevent people from escaping with that damn sliver of health. Range, its alright but I feel like the only reliable autos at a distance are higher rof autos, so maybe give low rof autos more range. Focused fire as a perk increases overall range like suros focused fire does. Although the range sometimes doesn't help because the damage fall off is so steep, which is why buffing the overall damage will slightly reduce the inconsistency and boost overall usability. Now I know what your thinking "autos are for less experienced player because their bullet hoses, so they shouldn't be the best," well to everyone that thinks this I have 1 thing to say to you...lowest DPS of all gun types in pve, so that immediately makes it more difficult to use, and the LOWEST usage of any weapon type no matter the archetype because they have the second slowest TTK overall (my god roll haakons hatchet will not beat a god roll hawksaw at medium range even if I land all headshots with full damage, leaving enemies at a specific health while I die) Max rof autos have a faster TTK than the other autos, but the have the overall worst range and damage per bullet, once again making it the worst for PvE. So how can people say it's for inexperienced players, when anyone can pick up a hawk saw and do better with it than any auto? Answer me that.

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                          • I think the base range for pulse rifles should be decreased. If pulse rifles can outrange a scout and my Jade can't even hit across the map then something obviously has to be done. And it's not like they're running high range because I know for a fact all anyone use is max stability so there absolutely not way a pulse should outrange a scout

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                          • Pulse rifles need more damage falloff. This is more for the hacksaw and grasp archetype. The two type of pulse rifles are competing with scout rifles but with a higher TTK. Higher impact pulse rifles are for the mid to longer ranges but they get destroyed by the lower impact pulse rifles. Auto rifles need a general damage buff with 2 or 3 extra damage.

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                          • Scouts are in a good place, by reducing range on pulse rifles, scouts would shine If anything, scouts need to reduce how effective they are in the short to mid range, like mida

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                          • Shotguns - take aim assist down to as low as possible. You want aim to matter.. because its all about aim assist / Range right now

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                            • This is the 3rd post today I have seen asking for a last word buff... am I high?

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