Bungie,
Currently Hand Cannons are decent in PvE. Outside of the ammo economy, they're reliable enough. However, even when I use explosive rounds on a Byronic Hero / Imago Loop (81 Impact HC), I am having issues with killing Shanks in one shot at Vosik in the raid. They are inconsistent, but not enough to fuss over.
When you reduce the range by 3 meters, I am concerned that it will render my favorite weapon useless. I humbly implore you to consider adding a PvE damage buff of 10% to help mitigate the range reduction. I pick 10% because it sounds good, but I am sure there may be a better figure in mind.
Please consider this!
-
1 commentaireAre we seriously doing this? Over 3 meters? 3m is about Titan melee range.
-
The new damage fall off / range could definitely effect the vosik fight, I guess it depends on which side you're on and how close you can get to the shanks. I use explosive rounds keystone so range not an issue. PVP killing PVE.....again.
-
Probably not what you want to hear, but if the mid-impacts are lacking for you try moving up one archetype. Judith-D, Lingering Song, and Ill Will can all roll explosive rounds. Judith-D can roll feeding frenzy, crowd control, explosive rounds. The vendor Lingering Song from last Iron Banner had both explosive rounds and firefly. A 10% buff would likely make high impact HCs with explosive rounds an OP combo. Lingering Song with explosive rounds can already one shot Vandals in the Plaguelands at any range.
-
hand cannons are so good and should never have had range and most three tap so a damage increase is not needed
-
I was at Aksis last week for the first time in awhile and noticed that my Eyasluna with ER was not one shotting them like before. Figured it was the last nerf and now with this additional nerf I can imagine it will hurt the PvE handcannon community.
-
3 commentairesAm I the only one that heard him say they are increasing the range and not decreasing it?
-
2 commentairesI think a base damage increase might not be the best. It would be simple enough, yes, but why not just increase the base reload speed of all hand cannons by 10% and increase the critical multiplier by a small amount. I don't know what the critical multiplier is, but say it's 1.3x. Making it 1.5x might bring more focus into it's "precision" role as well as help it deal respectable damage. Scout rifles could possibly follow suit.
-
Just seems funny that a Explosive Rounds Burning Eye can OHK the Shanks.
-
2 commentairesModifié par ironBill : 3/23/2017 3:33:52 AMTypical. PvP crowd comes in and says it doesn't matter in PvE if a nerf happens and then proceed to tell players to use a different gun. Never mind the nerf is happening because PvP players can't figure out how to counter a hand cannon. I guess I could help them by telling them how to defeat hand cannons, which I'm sure they'd appreciate. Frickin' hypocrits.
-
2 commentairesModifié par Black_Widow503 : 3/22/2017 11:19:54 PMHCs need either a damage buff in pve because they have already proven they can do this. Or They need to increase the magazines. I don't want to use 3-4 hc bullets to take out a measly acolyte when my whole hc mag size is 8-10 bullets with a slow reload. Can't have your whole mag gone on only two lower level pve enemies. Makes no sense. It makes yellow bars, mini bosses, with the damage fall off. You don't have unlimited special ammo all the time, so it's not a reasonable counter to just pull out a sniper or any other secondary for that matter. Icebreaker has terrible ammo regen now. Way too slow. Have even less heavy drops and ammo synths have a frickin 5 minute cool down! 5 -blam!-ing minutes and you can't use a special AND a heavy, it's an "either/or". Jade Rabbit it is. Closest thing to a hand cannon with range I guess. Is this the type of shit we can expect in D2? Because it's ridiculous how none of these balance changes feel well thought out at all. Pve is not fun with these changes. Pve starts to become and feel annoying and we don't play games to be annoyed. Wonder why there is so much salt in the Destiny community? Because Bungie makes it that way. What other "live game" gaming companies continue to keep shooting themselves in the foot? Legitimately and sincerely curious! Not trying to be sarcastic here. I want to know.
-
4 commentairesThe reality is they lack the intelligence, comprehension, and skill to program a weapon to behave differently in pvp and pve. That was all handled long before the game was released. The people who make up the live team are basically people who were rejected from other companies for their lack of talent and Bungie was the only place that would hire them because they needed someone who would work for next to nothing to put together a few meaningless special events. They couldn't get it through their head to only increase damage falloff in crucible, had to apply it to pve also. Now watch, losing your whole mag? That's going to apply to sidearms in pve also, not just pvp, so every time your team is sitting around with their thumbs up their ass and you get killed, get ready to lose your full inventory of ammo. They aren't good enough to program the two separately. You're asking too much from people who feel proud of them selves for figuring out how to turn their PCs off and on without a user manual.
-
4 commentairesWhen WotM gets bumped up to 390 light you probably wouldnt be able to one shot them with the imago archetype anyways. Youll probably need a lingering song archetype with explosive rounds.
-
Thanks PvP for ruining the game for the rest of us!
-
30 commentairesThe nerf isn't even that bad lol. You are taking it like its going to make the gun suck
-
6 commentairesIt might just be your gun. I've been using Lingering Song and it still one hits the shanks for a pretty decent range
-
Another nerf dictated by pvp. When will they ever just have different weapon profiles for pve and pvp.
-
2 commentairesMaybe you should try using a better hand cannon. Like the one on my Warlock...just saying.
-
-
Agreed.
-
Modifié par Zero the Remnant : 3/24/2017 10:19:03 AM[quote]Pve HC needs a buff -Redwinggirl1999[/quote] This hands down. Endgame wise HCs are lacking heavily. Yes they hit hard but they are excluded frim lots of content. In Wrath of the Machine HCs are only usefil for the Opening & Aksis. They cannot be used for the majority of the raid due to their dmg dropoff. Which this change will indeed make even more severe. I am fine with HCs receiving a range reduction if their PVE only damage gets buff by 5-10%. Hell I'd be fine with 15% as this would make them viable for staggering Ogres with 1 precision shot. No one is arguing that PVP wise they need the range reduction. The issue with Destiny pvp is that players want short/fast fights like in other FPS games. The devs want slower/methodical fights. However this has seriously effected HCs. For example in King's Fall after this Range reduction can a HC be used for the Warpriest fight? What about Golgoroth? And lets not forget Aksis? There are a lot of encounters that this change might severely cripple HCs in.
-
10 commentairesModifié par : ^ ) : 3/23/2017 2:08:50 AMAre you sitting in the back at the staircase? You know you can move up to the pillar and reliable one shot everything, lol. This range nerf won't affect that. Hand Cannons do NOT need a buff in PvE. They're literally the best weapon next to scouts, lmao. I don't want PvE to be easier than it already is.
-
4 commentairesPlease consider using a different weapon type if you don't like how the hand cannon works. No one forces you to use a hand cannon. Think before you type.
-
1 commentaireHC's right now have less range than a blowdart thanks to the latest nerf. The least they can do is make these things ACTUAL cannons and wreck things in a single shot where other weapons require a full magazine....
-
Buff everything in PvE until D2 arrives
-
8 commentairesPve HC needs a buff
-
19 commentairesThey definitely don't need a buff.