Played PvP all week, and I can confidently say I am not a fan of the airborne effectiveness changes.
With the current airborne effectiveness system, pretty much every weapon whiffs in the air until you have 60 or 70 airborne effectiveness. Seriously, go into a private match and test. You'll jump, place your reticle perfectly, centered on your opponent's head, and the shot will whiff. Just fly off to the side.
I get that making players build into that is one thing, and maybe adding AE debuffs for certain, strong abilities is another, but there is one huge issue with this iteration:
There aren't enough ways to build into it. Flinch resistance has resilience, class abilities, stability, some exotics, etc. AE has some nich exotics and like one thing in the solar 3.0 kit (unless you're a Warlock). That is not NEARLY enough. This means that:
1. The majority of builds can't be used in the air, since they can't reach the 60-70 AE threshold and therefore your shots whiff even if you're right on target. This limits variety.
2. You are actively punished for using your movement, one of the key things in Destiny PvP, [i]even if your reticle is perfectly centered on your opponent[/i], unless you play one of a handful of builds to reach that 60-70 AE threshold.
3. Since there is only a limited number of ways to build into AE, you can't play [i]your[/i] way if you want high AE.
This is not a fun or rewarding experience at all, and it completely lacks any semblance of "build crafting." It currently does nothing but take away from the phenomenal gunplay I truly enjoy in this game.
Potential solutions:
1. Remove accuracy debuff in the air entirely, and make AE solely an aim assist/bullet magnetism scalar. That way our shots at least go where we put them, and if we need help we can spec into it.
2. Add more ways to build into AE, similar to flinch resistance. Add class stats, weapon stats, more exotics, fragments and aspects, armor mods, etc. [i]that are reasonably priced[/i].
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