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Handcannons got a pvp buff.
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[b]idiot[/b]
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PvP? You talking about crucible????? Gross.
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It’s also not the full patch notes, soooo....
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Where did they say that their will be more patch notes?
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Luke Smith’s article. Besides this TWAB wasn’t about crucible, it was about weapon archetype/exotic weapon buffs.
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And weapon archetypes have two manifestations: PVP and PVE. They talked about PVE specific changes. They talked about universal changes. They did not talk about PVP specific changes. Which, if anybody is truly being honest, is where changes need to be made. Tweaks to PVE sandbox are always good - but its rare that any weapon is so grossly OP or UP that a change to it's PVE function breaks the meta there. VS the crucible, where one weapon can completely break the mode and where entire classes of weapons are completely ignored. I hope PVP specific weapon changes are coming, but THIS was the time to do it. It's a big miss not to buff scouts and sidearms in PVP.
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[b]headass[/b]
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Yes there are, its just not spelled out for you. They are reducing the range on all hand cannons/pulses and machine guns.
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Point is, there were PVE specific adjustments going on for scenarios that are apprecaited and make for a better quality of in-game life, but not needed. There are some legit buffs/nerfs needed specifically to PVP in addition to the overaching range-type adjustments. There needed to be PVP specific buffs/nerfs (scouts need an actual damage buff as do sidearms to PVP).
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If the range nerf is big enough scouts will do more damage at med range so a buff will not be needed. Side arms could do with a buff though as they are easily over powered by shot guns and smgs.
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IF the range nerf is big enough, it might even things out. BUT, I still think not having a buff is a miss. At optimal ranges, a scout crit should out-damage a pulse 3-crit burst but it doesn't. So take range away, scouts still need a buff. Or, pulse needs nerfs.
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Not even close to enough to shake things up too much.
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Depends how much the drop off is.