It’s pretty obvious the meta is dominated by 120’s, leaving 140’s in the dust. Two options here that I’m seeing. Nerf 120’s or make 140’s back to 150’s. 120’s are ease of use, 150’s would be for ttk. I think that would be quite well balanced(as weird as 150rpm ace would be). If there is any feedback on my personal opinion, I’d love to hear it. This is mostly because the meta feels stale in a game as vast and creative as destiny.
Edit: This was just the first thing to come to mind, however, after reading replies I now believe that instead of this, 120’s should just have their Aim Assist reduced along with a very small percentage of range.
-
5 RespuestasHow about we don’t have anymore hand cannon metas? I’m so fed up with hand cannons. God forbid we have a different weapon archetype rise in the meta, auto rifles rise for a bit? Nerf, scouts become meta? Nerf, smg’s are meta? Nerf. Hand cannons meta? Everyone is happy. Like wtf, you guys do realize soldiers use rifles over revolvers in wars right? I get this is a game and I get the fantasy but it just triggers me. I used to be a soldier so I find it annoying how I cant use pulse rifles without getting wrecked by 120’s at ranges where a rifle is supposed to be more efficient. Hand cannons are glorified scouts that take less flinch and deal more flinch than scouts while having the range of scouts and less zoom. Hand cannons are just stupid.
-
Make 120s 110 again and make 140s 150. Problem solved.
-
2 RespuestasY'all are giving the wrong feedback fellas. Bungie is committed to meta shifting over maintaining a balanced sandbox. Bungie purposefully makes things unbalanced so you'll be punished for not adhering to the meta they want. If you want balance you need to push for that, not give advice on how to better balance a sandbox when that isn't even their goal.
-
6 Respuestas[quote]It’s pretty obvious the meta is dominated by 120’s, leaving 140’s in the dust. Two options here that I’m seeing. Nerf 120’s or make 140’s back to 150’s. 120’s are ease of use, 150’s would be for ttk. I think that would be quite well balanced(as weird as 150rpm ace would be). If there is any feedback on my personal opinion, I’d love to hear it. This is mostly because the meta feels stale in a game as vast and creative as destiny. Edit: This was just the first thing to come to mind, however, after reading replies I now believe that instead of this, 120’s should just have their Aim Assist reduced along with a very small percentage of range.[/quote] If the ttk is what ppl wanted everyone would use sunshot. I agree 140s need a buff. A 5 damage buff to crit would allow a 2 crit 1 body at 8 resilience or less and give them an extra meter or 2 to max range for a 3 crit. This would give them the same level of forgiveness as every single weapon in the game. As of now I believe 140s are the only ones requiring 100% crit to achieve max ttk. And preventing 2 crit 1 body at 9 or max resilience would give incentive to players who run max resilience. Something the game desperately needs. If I would change anything on 120s I would nerf the range and also nerf damage drop off. Have damage drop off start at 36 meters (after zoom accounted for) but also nerf damage drop off allowing them to hit 68 per crit at 40-45 meters (depending on perks) aim assist and accuracy cones drop after u start getting damage drop off. This would mean that getting that 3 crit would become more difficult however u keep the lethality of 120 range and the 2 crit 1 body would be impossible after 40 meters. I feel this is a good middle ground. Less range but u keep the lethality of the ranges it has now.
-
4 RespuestasEditado por Lipton: 3/25/2021 10:48:29 PM140s are perfect right now, it's just that 120s have a lot of range, and little to no damage falloff. Once bungie evens out 120s, i think all hand cannons will be useful. IMO, 120s should have very sharp damage drop off when you're out of their range rn even a bit.
-
120s need a nerf badly, it was cool at first when a extremely underused subtype was the new meta, but it wasn't cool whenever they started outranging scouts and getting headshots where they aren't supposed to be headshots.
-
1 Respuesta140s are fine, once they nerf 120s people will complain about them next.
-
120s will be around until their ease of use is done away with. One headshot and two bodies on most players is way too easy. One way to fix this is to make 140s do the same or at least only require 2 heads.
-
I say make 120s 110 rpm again. And maybe make 140s lightweight for the mobility boost?
-
They need reduced aim assist and damage falloff. I keep getting 3tap mapped with Steady Hand and Igneous Hammer. Hand cannons shouldn't be able to map like that.
-
5 RespuestasSome 140's were never 150's And no..140's are the meta...just no one is using them...untill next week.
-
19 RespuestasEditado por A_mo: 3/25/2021 9:34:14 PMWhatever they do trying to get 140s (or 150s?) in there somehow is something they really need to look into. I've been thinking about the fact that a lot of the people who hate the 120s and stasis the most (in terms of people who actually play PvP to play PvP) tend to be the kind of people who would never admit that sparebenders, or some previous form of that, was one of their favorite metas. Its the playstyle that took the biggest hit when stasis came out and tbh maybe for good reason because its definitely been the dominant playstyle for most of D2. I know that for me Stasis isn't really that big of a deal because my preferred playstyle got a huge buff with BL coming out. I was thinking for Ace and Hawkmoon and dire and maybe 1 or two others some form of 2 crit 1 body would go a long way towards getting these people their mojo back.
-
Editado por BraddyBo: 3/26/2021 1:35:11 AMSlight nerf to 120 hc range and aim assist/cone size OR revert them back to 110. Make 150s a precision archtype. Make 180s a lightweight archtype. Retire quickdraw on all aggressive/high impact weapon archtypes OR modify it so it only affects swap speed (like the description says) instead of granting ~70 handling.
-
2 RespuestasMaking another archetype of handcannon OP does not balance things. 120’s just need a range and aa nerf and 140 autos and 180 scouts a damage increase. Remove QuickDraw on all aggressive shotguns. That’s it in my opinion.
-
120s need a massive range nerf, and all handcannons need a big hitbox nerf
-
Or you could just use 140s they are still really good...
-
9 RespuestasI think hand cannons get way to much exposure. It is time for something else. Bungie neglects most of the weapons in this game and it sucks.
-
3 RespuestasA different gun needs to take the thrown right now. HC has been dominating for far too long. Auto has a chance but players complained thus returning back to HC being on top.
-
3 RespuestasThey should just make 140s easier to use. 2H + 1B. 120s are boring as hell and just further push shot guns since they pair so well. They could use a nerf too
-
2 Respuestas120s need reduced range and graviton lance damage buff
-
2 Respuestasonly real problem with 140s is range cant compete with 120s
-
1 Respuesta140s are fine. 120s are overtuned, therefore shadowing the meta. 140s have a faster time to kill, but waaaaay less range than 120s
-
How bout just bury handcannons in gen. Sounds great good idea m8
-
3 RespuestasI actually like 140s. Hawkmoon is actually really good on console and so is palindrome. Not Forgotten can also still work but I prefer Hawkmoon. 120s just need to obey the regular handcannon range rules. They currently have their own range rules for aggressive handcannons. They also need a bullet magnetism readjustment to match other handcannon archetypes.
-
They can both 3 tap. Thing is that 120s have a better range which in turn does increase accuracy at far distances.
-
Nah. They will nerf 120s and then 140s will go back to being meta. Especially since all the god rolls aren’t going to be sunsetted.