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#feedback

Editado por Soupreem: 6/6/2016 7:28:45 AM
27

My ideas for the next weapon balancing patch v2

Alright, since I couldn't edit version 1 of this post because I was bant, I'm making a second version with updated ideas. If I don't mention something, it's because I feel like it's fine as is [b][i]DISCLAIMER:[/i][/b] I may do what is considering summoning myself, so just be prepared for that. [b][i]DISCLAIMER 2:[/i][/b] Doctrine nerf (braces for a full scale assault on my face). [b][i][u]Auto Rifles:[/u][/i][/b] Doctrine archetype: Oh boy, this is going to get some hate. My new proposal is to make sustained fire form a cone like hip fire, same performance damage and range wise, just gets less accurate via sustained fire (like how Battlefield does a cone increased number every weapon, I'm doing this mostly because I already know that Doctrine is going to get hit again😭). [spoiler]What a start, guess I'll activate the flame shield.[/spoiler] High Impact: increased damage... Again. Focused fire rework: now makes aiming down sights bump the weapon up an impact archetype (ex: Hakkon's Hatchet becoming a Grim Citizen Archetype), high impacts will get a 10% range increase with an unchanged effect otherwise (since there isn't an impact archetype higher than Grim Citezen's). [b][i][u]Pulse Rifles:[/u][/i][/b] High impact: increased damage slightly to be able to 2-burst up to medium armor targets (maybe about half the bar is the most it can 2-burst with?) [b][i][u]Hand Cannons:[/u][/i][/b] All archetypes: eliminate phantom bullets, a few rapid shots (affects low rate of fire very little) will cause a slight inaccuracy (4-ish shots in?) come to form, you'll still be able to hit medium range torso shots fine, but aiming really high (about where the forehead is) may cause shots to go high. Also, increase ammo reserves back to how they were to vanilla for hand cannons. [b][i][u]Scout Rifles:[/u][/i][/b] I just put this here to not leave out scouts. [b][i][u]Snipers:[/u][/i][/b] Hitbox adjustment if needed (some hit boxes [i]might[/i] be a little off). [b][i][u]Shotguns:[/u][/i][/b] Low impact: increased rate of fire Medium impact (Strongbow-D archetype-ish level impact): increased damage. All: increased PvE damage by 30%-50% (depends on what works). [b][i][u]Fusion Rifles:[/u][/i][/b] Now do additional damage to shields in PvE (for example a captain's arc shield pops easier). Increased damage for improved consistency. [b][i][u]Sidearms:[/u][/i][/b] Reduced kick. [b][i][u]Special Ammo in general:[/u][/i][/b] Each crate now gives you a flat amount based one the weapon archetype (more for sidearms, generally you'll get 1 magazine per pickup). [b][i][u]Heavy Ammo:[/u][/i][/b] Each pickup is now normalized based on weapon archetype as well, rockets will get 2 rockets (3 if the mag holds 3 via tripos of if you have Truth). Machine guns will get ammo dependent on archetype. [b][i][u]Exotics/Legendaries:[/u][/i][/b] Introduced all datamined exotics (things like the Thagomisers). All year 1 exotics have a year 2 version. More classic weapons have been updated for year 2. You can upgrade your year one legendaries into the year 2 version (if that weapon has one), I'm not sure on a method of doing so yet. Symbiote: no longer has a duration penalty for Golden Gun. Radiant Dance Machines: now give an additional little effect while dancing (cosmetic because why isn't it there already?) Don't Touch Me: Increased armor while invisible. Alchemist's Raiment: Increased likelihood to get glimmer, increased glimmer gained. MK. 44 Stand Asides: increased bonus duration gained, slightly increases sprinting speed. (Note: [i]slightly[/i]). Dreg's Promise: undone 40% damage nerf, now fires semi-auto, more tracking on rounds ( still pretty slight tracking). Thunderlord: has a lightning sound effect whenever the hidden perk triggers, rounds now have a chance to chain to enemies like Zhalo. [b][i][u]Classes/Abilities[/u][/i][/b] Arc bolt Grenade: now does 100 damage from ~85. Fist of Havoc and Lightning grenades: changes animation to more clearly reflect effective radius (functionally identical). Revive: shield and speed of revives restored back to original levels for PvE. Solar Wind: hitting an enemy into a surface causes additional damage, pushback force increased. [b][i][u]Misc:[/u][/i][/b] Allow players to choose original title screen and orbit themes. SRL is now an annual event, it will take place every other week, unless an Iron Banner week is present. New SRL tracks have been added. Ideas for track locations: Cosmodrome, Old England (I think it's England, wherever Widow's Court takes place), The Hellmouth, Crota's Dimension, The Black Garden, Phobos, The Reef, The Last City. New explorable areas: Old England (wherever Widow's Court is), Phobos, The Last City, The Black Garden can now be accessed via patrol as well. Spawn system overhaul. Removed certain maps from regular 6v6, Maps Removed: Vertigo, The Cauldron, Anomaly. New 6v6 game mode for only small maps, maps included: Exodus Blue, Vertigo, The Cauldron, Anomaly, The Timekeeper, The Burning Shrine. Added the combined arms maps into the rotation for Control. Added more combined arms maps. Combined arms is now a permanent playlist. Iron Banner will now occasionally be the Mayhem or Inferno variant of a certain game mode. Maybe add a game type that combines mayhem and inferno?

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  • Arcbolt does like 97 damage I think so it's fine really. Other than that good post

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  • Editado por Erijian: 6/5/2016 11:33:44 PM
    [quote]Fusion Rifles: Increased damage for improved consistency[/quote] Being a dedicated Fusion Rifle user, I can't say I'm in support of that. If things like The Vacancy, Thesan FR4, and Plan C were bumped up into the 4-bolt kill archetype, I think they'd become a bit too strong. Something I really hope they do is revert the Vex Mythoclast nerf they threw out with the April Update. Its damage isn't high enough to remain competitive anymore unless you run Linear Compensator/Aggressive Ballistics, and both of those hurt your Stability pretty badly and reduce your Aim Assistance which the Vex Mythoclast needs in order to remain somewhat consistent.

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  • Here is mine that I made as a response to a similar post that I made mostly leaning to Exotics. [i][u]Autos:[/u][/i] Suros Regime Needs High Caliber Rounds added back from its Year 1 Version and Undo the Spinning Up Perk nerf and increase the Magazine by 7 Bullets. Hard light Needs its screen shake Removed. Zhalo Supercell needs a bigger magazine and an increased chain lightning radius. Fabian Strategy needs to not losing Damage when it switches to a Max RoF gun at close quarters as well as a Magazine Buff. [i][u]Scouts:[/u][/i] Combine both of Boolean Gemini's Perks Replace the Tlaloc's Grenadier with Army of One. [i][u]Pulses:[/u][/i] Increase Range Slightly on All and stability Increase Damage on all exotics Red Death needs and range and stability buff as well as a stackable reload affect. [i][u]Hand Cannons:[/u][/i] -Un Nerf the last word but make its hip fire critical 95 and its base damage 60 to the body. -Undo the last Thorn Nerf and bring it to year 2 -Hawk moon needs more luck in chamber damage and target acquisition. [i][u]Snipers:[/u][/i] Undo Ice Breaker nerf and Bring to Year 2 Reduce cock time on No Land Beyond Black Spindle needs its infinite ammo perk when its not pulled from reserves. [i][u]Shotguns:[/u][/i] Increase damage and range on Fourth Horsemen and Invective. Lord of Wolves perk needs to apply to user. [i][u]Fusion Rifles[/u][/i] Increased Range and Stability on all of them. Pocket infinity returns to year 2 Undo the vex damage part of its previous Nerf and Bring to year 2 [i][u]Sidearms:[/u][/i] Increased Magazine Dregs Promise Nerf Undid [i][u]Heavies[/u][/i] Undo the Gjallarhorn Nerf and Bring to year 2 Swords deal more damage in melees AND special attacks. Machine Gun Nerf is undid. Special is undid TL:DR: BUFF EVERYTHING Edit: Added Stuff

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    • Yes. Been hearing all these ideas for a year now. Still nothing. Shame on Bungie.

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    • Just buff ALL high impact archtypes across classes.

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    • Editado por TruncateComb6: 6/4/2016 8:38:55 PM
      My idea for weapon class balancing. Auto Rifles: +7.5% damage to AI +10% base ammo reserves DoP archetype (fast) -3% base stability -5% max weapon falloff range. +5% reload speed Zhalo archetype (medium) +1% base stability +3% base damage +1.5 meters base range before falloff begins. Suros archetype (slow) +2% base stability +3% base damage +1% base rate of fire +1.5 meters base range before falloff begins Pulse Rifles +5% damage to AI Lowest RoF archetype -.02 seconds burst delay +1% base stability Scout Rifles No change Hand Cannons -Rapid Fire bloom eliminated, base accuracy increased. Ammo Reserve increase formula = 45% - (Max total ammo - 70) so smaller reserves like Eyasluna and Hawkmoon get larger benefits. +1.5 meters before damage falloff begins. +3% damage to AI Sniper Rifles +25% base ammo reserve for all non exotics. Shotguns +25% base ammo reserve for all non exotics. +45% damage increase towards AI. Felwinter's archetype -2 to max range stat -1 damage per pellet Sidearms -5% reduction in kick +10% damage to AI +1.5 meters before damage falloff begins. Fusion Rifles +25% damage to AI shields. Machine Guns +25% base ammo reserve for all non exotics. +10% damage to AI Rockets +5% damage to AI Swords No change AI in general: For every 8 levels of a PvE AI, it receives -1% to total shields and health (a level 40 captain would have 5% less shield and health.) Nightfall and challenge of Elders would get a modifier to restore level 41 Health to pre patch strength. PvP: No special ammo reserve on spawn, only full clip. Sidearms only respawn with full clip, no reserve.

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    • Other than the DoP part I could get behind this. I would rather see a buff to slower rate of fire ARs. DoP and others of that archetype can be out gunned at very close range (shotguns and fusions) and outside range (scouts and snipers)

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    • Bump

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    • Wish they would just put arcbolt back to the way way it was

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      2 Respuestas
      • No PvE damage buffs? Come on.

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      • Almost all of this sounds great

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      • Editado por Hawpy: 6/4/2016 3:59:47 PM
        You might want to clarify which archetype of Pulse Rifle "low impacts" refers to, because Grasp of Malok or Hawksaw killing in 2 bursts would be absurdly powerful. Even so, another slight increase to damage of high impact PRs would be nice (not that I can even get my hands on a usable Spare Change.25), albeit not back to the haydays of 38 damage headshots w/o Headseeker.

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        2 Respuestas
        • Doctrine and it's archtype needs a 5% nerf to damage, stability and range, with severe drop off in accuracy and damage beyond close range. I think that BUNGIE have to make autorifles the whipping boys of Destiny. They are the guns you start with, but then quickly move onto something better, because it is hard to win battles with them. As it stands, high ROF autorifles, the least skilled weapons in Destiny outgun almost every other type of weapon. This should not be the case, they are low skill, bottom feeder weapons, and should be looked down upon as so. For a game built around precision, autorifles are a curious anomaly. Every other type of primary and secondary weapon in Destiny is semi-automatic, Destiny is essentially a semi-automatic game, why autorifles even exist in this game, is a puzzle that I cannot explain. One other point, I use First Curse, and I would like to see phantom bullets removed, and accuracy increased slightly. Other than that buff pulses slightly, and the game is good.

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          • As someone who has been in love with Doctrine archetype of auto rifles since I got a Doctor Nope on day 2, I actually don't mind your suggested nerf. It makes sense, even if I think they are not OP.

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          • For snipers I would say decrease handling and ads times on all of them. They are snipers not battle rifles patience and time is a perfect example of a real sniper.

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          • Low impact pulse rifles are fine. It is the medium to high range of fire ones that need a buff.... All the Hawksaw, Grasp Of Malok or PDX archtypes are great where they are at.

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          • Who do we summon when you're not available?

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          • Bump

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          • Granted....tha.....that's my thing now

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          • You missed something. Fusions are in a good spot but are still not in a competitive spot like Trials. Fusions need a tighter cone spread or damage buff because sometimes 1 burst can leave players with a sliver of health. And also the infamous despawning of the burst on death.

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          • I beat doctrines all the time. I think they are fine. I think decreasing the zoom of other weapons up close would help

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          • Just nerf doctrine or you'll ruin the supercell.

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          • No more nerfs, ever! Balance will never come from making strong guns weak; it will come from making weak guns viable (and, mainly, from people realizing that their own ineptitude is what killed them and not a specific gun). Buffs only!

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          • I noticed a few errors. I believe you meant high impact pulse rifles or low rate of fire pulse rifles. You spelled tripod wrong. Arcbolt does 91 damage not 85.

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          • Editado por thestranger: 6/4/2016 8:47:36 AM
            Also i thought of a possible PVE fix for the ammo nerf. Say while you are playing PVE missions right and your ammo if full on all 3 weapons. What if any extra ammo packs you cant pick up covert to synths after you pick up enough of them? Say idk 10 primarys give you 1 synth 15 specials could grant 1 Just general numbers there to get the idea out there but i think it could be a cool idea. It isnt like you can use those for PVP so it really could just be a honest fix or way to help PVE players with the reduction in ammo capacity.

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          • Yass!

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