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publicado originalmente en: Bungie/DeeJ: Pulse Rifle buff?
12/2/2014 5:38:05 PM
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I agreed with everything you stated until the last paragraph where you suggested nerfing other weapon types. As a community, we need to destroy the "Let's nerf it!" mindset...this is due to the fact that every swing of the nerf-bat will at the least upset someone, and at worse cause people to quit since their favorite weapon/item/armor type had something taken away from it. Why not simply buff Pulse Rifles to be on par with ARs, SRs and Hand Cannons? I enjoy the concept of Pulse Rifles, however, both Scout Rifles & Auto Rifles have more DPS...I have tested several alternatives from The Lord High Fixer, Devil to the Plox, Vanquisher, Price, Fair & Square, etc. Pulse Rifles need a buff (especially Juju's per bullet damage against Yellow Bar NPCs); everything else does NOT need a nerf. I welcome any feedback. :-)
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  • I cannot agree more about avoiding nerfs whenever possible. Please read below (Kashmir's comment thread) for an account from a VERY skilled friend of mine who has some good feedback on why ARs may need a range nerf (at least the high-Impact ones like Shadow Price). I did state in the last paragraph that each change (nerf AR range, nerf SR handling, buff PR Impact) be implemented one at a time in playtest to "feel" how it all works together. If just the Impact buff to PRs puts everything in a functional relationship, I would be totally fine with that.

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  • After a game has "gone gold", there is no reason, in my opinion, to nerf anything if it has been in a players hands for more than a couple of days (e.g. Accidentally added an item that significantly changes playstyle of the community, unintended effect, etc). Auto Rifles in Destiny have been in play for a few months now, and people have developed playstyles that they are happy with, essentially finding their favorite weapon. If the Developers were to negatively change weapons again, it would probably cause a significant percentage of the population to quit. Buffing impact & stability to Pulse Rifles so that they are a viable, lateral alternative to the best ARs is not something that would cause anyone to rage...however, nerfing ARs to be inline with Pulse Rifles would realistically result in a lot more hate showing up on the forums. Think about it - have you ever been pleased with something, had it taken away, that toy then made worse, returned, and then been happy about it?

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  • Dude. I'm an Armored Core player. I've been watching my weapons and AC armor parts get nerfed, buffed, re-nerfed and re-buffed for close to 20 years. You read that right. Twenty. Years. One step up and two back. Fix one issue and create FIVE MORE. People who complain about Destiny patches have no idea what badly-done game rebalances can be like. You just get numb to it after a while, and learn to adapt. I think the big question mark in the minds of FPS players who have a lot of stick time in other franchises is, why are Autorifles effective at such a long range? Really this only applies to Vanquisher, Shadow Price, and Citizen - the big-Impact models. I'll pull the quote from my friend down below: [quote]I was able to kill someone in the Crucible yesterday all the way from one side of Blind Watch to the other, and I'm not marking that up to any sort of unusual skill on my part. I've played a lot of FPS games and [b]I've never played one where an assault rifle equivalent was an effective tool at that kind of distance.[/b] I think part of the problem is that weapons will only ever drop to half their base damage regardless of distance, but the stability is just as much an issue. If I can use trigger control to fire three round bursts from an autorifle and have just as much a chance to put all three in the 10-ring with a Shadow Price as I would with a Super Pox, why would I ever use the PR? I'm giving up flexibility and close-range punch, and if all I'm getting back is a deeper mag and faster reload, that's not a good trade.[/quote] (emphasis mine) Bear in mind, skilled as my friend is, he's wrong about the ammo depth too. PRs tend to have 7-8 trigger pulls per mag, so 21 to 24 individual bullets. (The lower-Impact ones, which are even more challenged than the higher-Impact models, may have as many as 30 rounds/10 TPs per mag, but it doesn't really help them.) Compare to Shadow Price which, as memory serves, has 25 rounds per mag AND has better shot control (can squeeze off just one). Pulse Rifles lose out almost everywhere you look. I welcome any road that takes us to a place where they don't. If ARs stay in their same performance zone as now, I'm good with that (Bungie has to consider PvE as well as PvP, unless they start balancing weapons separately for each). If ARs and Scouts get a tiny shave (not a haircut), I could be fine with that as well. Bear in mind, my absolute favorite weapon in THE WHOLE GAME is MIDA Multi-Tool (Exotic Scout Rifle) and my second favorite is probably A.1F19X-RYL (Legi Scout Rifle). So I'm not just a Pulse Rifle user whining for my crumbs, I like other weapons as well or better. Pulse Rifles are just so weak that it stands out, and that really, really bothers me!

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