[b]Lengthy Post[/b]
To say this, I'd like to reference a brief paragraph from the recent 28th of February TWAB:
[quote]Scout Rifles have had a long history with Dragonfly and its predecessor over the history of Destiny. This weapon seeks to double down on that history and improve upon it in a simple and effective way. [u]The general design ethos of a pinnacle weapon is that if it approaches an Exotic-esque effect, it must work conditionally—such as activating on a kill event or asking you to risk getting into melee range—and if it works in a neutral setting, then it must only change the way you can do something, not necessarily what you can do.[/u] This is an example of the former.[/quote]
This is in reference to the upcoming Vanguard pinnacle reward, an energy scout rifle. I've highlighted the key section.
Now I believe that everything written out in the "This Week At Bungie:" articles are written, edited, rewritten, reviewed, edited, then rewritten again to ensure that nothing slips by without proper authorization, and that everything is presented in 100% certainty and reliability, unforseen issues and bugs and such notwithstanding.
That being said, this description is of interest to me. Primarily because it was my first moment of clarity as to what 'Pinnacle' weapons were supposed to be. I was under the assumption they were essentially supposed to be top-tier weapons in their respective areas, so this helps clear things up.
To pre-face: I have Luna's Howl, but I only have a relatively small amount of use with it. Personally I don't think the weapon(s) is healthy for a PvP environment, but that's not what this post is about.
This post is about Pinnacle rewards and where/how they function in the weapon sandbox. Now sandbox designer "Victor Anderson" said, as quoted above, that Pinnacle weapons follow a guideline where they can approach an exotic item in terms, but they must have limitations that hold it back. Currently most (Mountaintop excluded) Pinnacle weapons follow this.
The real kink in the issue, the one that I take focus on, is that Luna's Howl (Not Forgotten included) does not follow the guideline set [i]after[/i] this.
[quote]...if it works in a neutral setting, then it must only change the way you can do something, not necessarily what you can do.[/quote]
Luna's Howl works in a neutral setting. I can not agree with the notion that "Magnificent Howl" might qualify as a conditional setting for the buff to take place, as the condition it asks is quite literally the exact express purpose of both the sub-archetype (Precision Frame) and the archetype as a whole (handcannon). It's condition is to be used by the book, with no change in player engagement style. It is certainly skirting the boundaries at least.
I purely take contention with the notion that Luna's Howl does not fit into the current design structure for Pinnacle Weapons, mostly due in part to the description provided by a member of the sandbox design team. I can not agree with the idea that Luna's Howl is a fitting Pinnacle weapon following this, because it provides the sum total of its benefits and potential within the confines of regular use.
The weapon is entirely whole and present within the circumstances that a player finds themselves in when fighting against an opponent, be that an AI combatant or a living human combatant. All of the other Pinnacle weapons provide either a unique flourish to set itself apart (Mountaintop) or have a strict condition to limit the weapons potential. Luna's Howl's condition is that it must be used as you would any other 180 rpm Precision-Frame hand cannon, and yet provides a bonus modifier that simply makes the execution of a regular outcome more reliable. It does not change the way you can do anything, it simply makes it easier to do the same thing you can normally do, which is kill things.
TL;DR: Going off the description provided by Bungie, it is of my belief that [armory]Luna's Howl[/armory] and [armory]Not Forgotten[/armory] fall outside the defining characteristics of 'Pinnacle Weapons'.
Edit: Yes I do have the weapon [i]Luna's Howl[/i]. It is currently equipped on my Titan which you can view by exploring my profile characters. ~2000 kills for Vanguard, and ~200 kills in Crucible.
Edit: I feel I should reiterate this. I do not mind the bonus provided by Magnificent Howl. I don't have a strong stance on where the weapon(s) as a whole fits in the Crucible environment. On one hand I don't believe it is healthy for a more fair and engaging experience as a whole, but on the other it is an exciting piece of loot in a loot-driven game. That is a necessity to drive player engagement with various activities.
However, this post isn't me saying the weapon should be nerfed. That could be assumed of course and that would make sense, but this post is simply my interpretation of a Pinnacle weapon description and its application to the pinnacle hand cannons. The result is myself saying "Hey, I don't feel these line up very well."
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10 RisposteYou just need to look at Redrix and the new SMG. Both require a setup. Mountaintop is hard to use. I never got why Luna and NF are just so good in every encounter.
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Good argument. I have Luna's and I agree. I think something about it (and NF) should be changed, e.g., change perk to boost damage only on successive crits; make them both exotic weapons; lower the aim assist values. I'm sure there are other solutions I'm not thinking of.
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Yea they're OP as hell. They need to be reworked. But in a way that theyre still very strong as to not disrespect the players that fought so hard to get them. My suggestion would be to shorten the magazine and have it function similar to Ace except without the need to reload. Get the kill and the remaining bullets do bonus damage with no time limit until you reload.
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2 RisposteModificato da Azlan: 3/3/2019 10:28:37 PMThey are Op and are better then 95% of the exotics in the game. When a hand cannon can beat out a LMG power weapon for TTK, there is a huge problem. Both guns are cancerous to the crucible and should be nerfed just like every other grinded for weapon that was Op in the history of Destiny. Your advantage should not be protected behind a wall off......... "But we had to earn it so it should be OP" (No this is not a good enough reason to have this kind of imbalance in the game) "Any one can get it so go get one yourself" (No one should be forced to use them to compete) "It takes a lot of skill to use" (With zen moment, zero recoil and the fastest RPM for hand cannons + can 2 tap no it doesn't) "There is plenty of guns that counter it" (By this they mean OHK weapons that require special or power ammo)
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7 RisposteModificato da sXeth: 3/3/2019 10:41:10 PMLooking up what that does, yeah, headshotting with a hand cannon is uh, more or less the required style of gameplay. Compared to having to downtime or Titan wall up for my Loaded Question, there's obviously an absence of conditionals. Although I was kind of immediately confused by the application in PvP, cause if you get two heads the enemy will die on the third one anyways? Then the perk just resets. Or do people get two hit now by handcannons. I don't follow the whole TTK up/down religiously (mostly because Destiny's PvP is just kind of ludicrously unreliable to take seriously with the netcode/peer hosting and half the time its random how many hits someone does or doesn't take).
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5 RisposteI just think Luna is good at punishing slow, flat footed players who don’t know how to keep their distance or. Which to be honest, is easily 80% of the playerbase. Even if they changed the perk to only increased damage on critical hits, it wouldn’t change much.
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Yup. It’s “broken.” As I’ve been saying.
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In my opinion, These weapons are too damn forgiving. If these are weapons that require skill, dont make them so that they are forgiving enough that if you are getting shot by two people on opposite sides, I can still kill the person in front of me. And reduce the range. I seriously cannot stand that luna's howl and not forgotten are just beating pulse rifles and auto rifles at range. (Yes I make mistakes too when fighting a luna's howl I admit it. Also I have luna's howl, but I dont use it anymore. I use last word).
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1 RispondiLuna's and Forgotten are beyond pinnacle or exotic tier weapons with how over powered they are.
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7 RisposteThese two weapons, luna and not forgotten, break the entire weapon design preached by bungie as well illustrating why they are powerful in their current use. For example, the slower the rate of fire the higher the damage value of that weapon. Currently, a 140 rate of fire handcannon requires three headshots for optimal ttk. These two patricular weapons are part of the 180 rate of fire family, which means lower damage value. However, their weapons design allows it to 2 headshot and one body shot for optimal kill time. So a weapon that fires much faster and does less damage can kill with the same number of shots, however requiring less accurracy for optimal ttk. This makes these weapons overpowering thus should be deemed exotic at the very least. In no way are these weapons pinacle, because it works in every normal situation. In many ways it exceeds current exotics.
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Lunas and nf definitely dont fall under that definition. Perhaps making them an exotic would be a decent option for them, it would ay least cut down on the wardcliff spam
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1 RispondiThere have been and always will be weapons and armor that rival exotics.
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6 RisposteThis whole write up tells me you don't have lunas or not forgotten, and that you haven't figured out how to counter them. Its all strategy and team work, figure it out, I did. It took me all season to get lunas and I had to improve my team skills, load out and strategy to get past 4 stacks running all running lunas. It's hard and I know it, but it can be accomplished.
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2 RisposteI can see your viewpoint but I believe your argument, although valid, is based on a difference of opinion. The condition for Mag Howl is the two consecutive headshots which players will go back and forth on whether it is an active condition or just passive as you should always be aiming for the head anyway. Nevertheless, without Mag Howl active, those guns are just standard 180’s and so it does fit in the constraints of a Pinnacle Weapon, in my opinion. Mountaintop definitely doesn’t have a ‘condition’ but is also doesn’t offer a faster TTK than say a Militia’s w/spike grenades, even though it essentially does not behave like a weapon within its archetype. For me, this is a much more shady area than Luna but as there isn’t a lot of toxicity behind this weapon, I understand why people would focus on Mag Howl. In my opinion, The Claymore still is the best example of a pinnacle weapon. It was harder to obtain than Luna so not many people had it and so this level of hatred towards always seeing Luna never existed. I hope they could buff The Broadsword just to make it slightly easier to use and then players who cannot/don’t want to do Comp have a path to a powerful pinnacle PvP weapon. I also think a Rumble pinnacle weapon would alleviate this problem as well.
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2 RisposteThought I saw a clan mate post on Discord that the Luna’s/NF quest was going away in the upcoming season. Is that true? If so the players that already have them must be in a complete state of orgasmic bliss.
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I have an idea balance at least LH. NF deserves to stay the way it is because well it’s 5500 glory. It’s tough. LH in the ither hand is easier to get so it should have more of a skill filter to it. NF’s filter is getting it. LH imho should be 3 tap headshot. Make the perk increase crit damage. Same damage multiplier but only for crits. Adds some skill gap to it and maintains its strength.
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1 RispondiThe only issue I have with changing it is, is how do you balance it without it feeling like it no longer is valuable or without reworking it as a whole. If they just dump the damage bonus by too much it becomes no better than a normal 180 handcannon, and since the buff doesn't last very long and completely stops being active after each kill...its conditioning paired with its nerfed design would ultimately make it useless. I for one, think changing it's bodyshot damage when magnificent howl is active is a good start, reduce it so you can't 2 head 1 body someone. But even this could sway it's value as there are already a bunch of really close weapons in terms of PvP power. Really the only thing good about those 2 handcannons is it's ability to reduce ttk. Then there's also the scenario of a rework. Me personally, I find trust to be a significantly better overall handcannon due to its ability to get different perks as well as being incredibly easy to use. My issue, is that if they rework luna's and it's legend counterpart to where it doesn't do what it does anymore...nobody would use it. As trust can typically out range a luna's with relative ease. I thought maybe changing it's archetype to a 150 rpm handcannon would be as reasonable change due to the 150s already requiring around 3 shots to kill anyways. This would allow the weapon to keep its unchanged perk (well, they can reduce it a little on a 150) and it wouldn't break ttk. 150s also have a fairly limited range so it could be more balanced. Summary: There's not much they can do to keep it useful without ruining or changing the weapon completely. It's one of those weapons where if they take away the core power of the weapon it ultimately becomes useless. I'm not saying it doesn't need a nerf, but considering how much more reliable as a base a decent trust can be, chances are it would really never be used much like mountaintop because it's value varies too much when closely compared to a god roll of another weapon in the same archetype. As an all around 180, luna's is probably one of the worst ones besides it's perk. It has stability but no 180 has heavy recoil, it's magazine leaves more to be desired, and its overall perks, besides the big one, suck. They certainly released a broken weapon for PvP players to acquire, but it's probably the hardest one to properly balance so far and will most likely stay that way in the future. Compared to luna's howl, no other pinnacle weapon even comes close for PvP. I expect the same for the smg as it's perk is essentially rampage that other gear can activate.
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3 Risposte[quote]...everything is presented with 100% certainty...[/quote] 0.04%