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Destiny 2

Discussioni su Destiny 2.
Modificato da Soupreem: 10/22/2020 10:08:27 PM
59

So TWaB is out and...

Well, they've missed a few things in terms of just the weapon sandbox, let me get into it; [b][i][u]140 Hand Cannons[/u][/i][/b] I agree with folding 140/150s into the same archetype, but at the same time, I feel that with the reduced raw TTK, 140s should be allowed a bodyshot for the 3 bullet kill. [b][i][u]180 Hand Cannons[/u][/i][/b] I like the changes, but the changes don't address the primary issue of 180 RPM guns in general: the comical lack of lethality/TTK. They need to be buffed to 190 or 200 RPM, plain and simple [b][i][u] ARs[/u][/i][/b] The 600 RPM nerf is neither severe or completely unwarranted, but it doesn't fix that 450s and 360s DESPERATELY need lethality buffs, and 720s need buffs to range or mobility. As it stands, some might be pushed to 720s for more serious play, but there simply isn't a reason to not use a 600 in terms of ARs, even after the change. [b][i][u]Snipers[/u][/i][/b] Good start, but I think they're getting off too easy. Flinch still needs an overhaul, and bodyshot damage is too forgiving on the higher impacts archetypes. [b][i][u]Rockets[/u][/i][/b] You buffed the wrong thing, they didn't need more ammo reserves, they needed 2 in the tube and more damage. Rockets still do basically nothing for damage beyond maybe the Coil [b][i][u]Shotguns[/u][/i][/b] No mention of sight alignment fixes *glares at Felwinter's Lie* or removing Quickdraw from the perk pool, I think those need to be done. [b][i][u]Servers/Netcode/whatever[/u][/i][/b] No mention of tickrate being bumped that I saw, the tickrate needs to be increased to 30+ at the VERY LEAST [b][i][u]Pulses[/u][/i][/b] They need a range buff, that's the big issue that people have with 600s being too long range; the pulses outside of 540s have too little of it. [b][i][u]Fusions[/u][/i][/b] These still need a buff, and no, I will not shut up about it.
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  • Supreme Butthurt you make some valid points and I agree that eververse needs to be removed from the game. But Whether we wanted it or not, we’ve stepped into a war with the Cabal on Mars. So let’s get to taking out their command, one by one. Valus Ta’aurc. From what I can gather he commands the Siege Dancers from an Imperial Land Tank outside of Rubicon. He's well protected, but with the right team, we can punch through those defenses, take this beast out, and break their grip on Freehold.

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    • Soup you're famous!

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    • Modificato da AdligerAdler: 10/25/2020 6:06:31 PM
      Yes. Sniper rifles just got a slap on the wrist. I was hoping for more.

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    • The overall attention this game gives to hand cannons over other weapons is disgusting.

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      4 Risposte
      • You’re right on shotguns for sure, but snipers always get the dick and they’ve never been a problem. Seriously, the ratio that I get killed by a shotgun as opposed to snipers has to be 25:1. Not even exaggerating

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      • Fusions: use bastion or erintil. Those things are shotgun sniper rifles. MY OPINION, They need a range nerf or charge rate nerf. Just those two.

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        • Supreme Butthurt rarely makes posts of his own, but when he does, they're worth reading.

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        • Wow! Twab was so piss poor, they accidentally summoned you?!?! Bungie must be screwing the pooch big time this week ;)

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        • They're looking at the right guns, but in the wrong ways. Failing to address sniper flinch at all is the biggest failure here.

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          • Modificato da hemlock: 10/23/2020 11:52:51 PM
            Totally logical. There's an over abundance of 1 hit special weapons in the Crucible, so naturally NERF PRIMARY WEAPONS TTK. Surely THAT is the problem. MAKES SENSE.

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          • Two tailed fox >>>coil ....in damage. And 2 tailed still misses a catalyst.

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            • Unfortunately Bungie has shown that they either aren’t interested in, or aren’t capable of creating, a balanced sandbox. So we just pendulum swing from meta to meta. All I can say is that the swings are less severe than under the previous regime. But they’re still swings. I’m just glad, as a pve player, that none of the nerfs for pve are going to break weapons for pve. Guillotine needed a nerf, and I suspect the need to nerf Ruinous Effigy will reveal itself when Beyond Light drops.

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              • 1
                and we have another ton of pve nerfs causing by crucible I guess low lives like pve players just need to be expelled from destiny

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                10 Risposte
                • Fusions needs buffs in the form of perks not the weapon itself. Fusions lack perk options plain and simple. Killing wind is a step forward but fusions have been dumbed down to a passive playstyle if not nonexistent.

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                  1 Rispondi
                  • While I agree that 450 autos are lacking in lethality, 360 autos are sitting in a good spot. The reason that 360's aren't being used despite being pretty solid is that 600's encroach on their range advantage. I have an Age-old Bond that will be coming with me into BL, and I'm excited to see how it performs in the new sandbox after the change to 600's.

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                  • Agreed, but regarding launchers i think blast radius increase OR cluster dmg increase are also viable choices for a dmg buff

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                    1 Rispondi
                    • [quote]Well, they've missed a few things in terms of just the weapon sandbox, let me get into it; [b][i][u]140 Hand Cannons[/u][/i][/b] I agree with folding 140/150s into the same archetype, but at the same time, I feel that with the reduced raw TTK, 140s should be allowed a bodyshot for the 3 bullet kill. [b][i][u]180 Hand Cannons[/u][/i][/b] I like the changes, but the changes don't address the primary issue of 180 RPM guns in general: the comical lack of lethality/TTK. They need to be buffed to 190 or 200 RPM, plain and simple [b][i][u] ARs[/u][/i][/b] The 600 RPM nerf is neither severe or completely unwarranted, but it doesn't fix that 450s and 360s DESPERATELY need lethality buffs, and 720s need buffs to range or mobility. As it stands, some might be pushed to 720s for more serious play, but there simply isn't a reason to not use a 600 in terms of ARs, even after the change. [b][i][u]Snipers[/u][/i][/b] Good start, but I think they're getting off too easy. Flinch still needs an overhaul, and bodyshot damage is too forgiving on the higher impacts archetypes. [b][i][u]Rockets[/u][/i][/b] You buffed the wrong thing, they didn't need more ammo reserves, they needed 2 in the tube and more damage. Rockets still do basically nothing for damage beyond maybe the Coil [b][i][u]Shotguns[/u][/i][/b] No mention of sight alignment fixes *glares at Felwinter's Lie* or removing Quickdraw from the perk pool, I think those need to be done. [b][i][u]Servers/Netcode/whatever[/u][/i][/b] No mention of tickrate being bumped that I saw, the tickrate needs to be increased to 30+ at the VERY LEAST [b][i][u]Pulses[/u][/i][/b] They need a range buff, that's the big issue that people have with 600s being too long range; the pulses outside of 540s have too little of it. [b][i][u]Fusions[/u][/i][/b] These still need a buff, and no, I will not shut up about it.[/quote] LOL

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                    • Wait wait wait....players were just cry about fusions during forsaken. Felt like mainly the ones trying to slideSG or use NF. Bungie don’t want dem problems even though they need a buff.

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                    • Lunas Howl and Not Forgotten will become the most useless handcannons fo exist after this change, and it will only be a matter of time until sunshot is nerfed and joins everything else dropping to 140 (not sure what they are expecting by leaving it as the only 150 handcannon. It is quickly going to become the most dominant and extremely heavily used handcannon). Other than that, I like the changes made to handcannons

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                      4 Risposte
                      • Also, no mention of Machine Guns, Liner Fusion Rifles or Bows at all. I'm guessing Bungle will be pushing Rocket Launchers for BL as your Heavy.

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                      • I don’t like the hand cannon change. It would have made more sense to fold the 140’s in with the 150’s and then just give 180’s that range buff.

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                      • At least the scouts are fine where they are :D

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                      • why is everyone complaining about guns? just punch guys, it's not that hard

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                        • 0
                          Buff fusions except for Bastion. Leave Bastion where it's at. Quickdraw on high impact shotties is definitely an area of concern, but then there's still the quickdrsw glitch and exotics to deal with. High impact shotties actually handle so poorly they can shoot to the side and miss, let alone get you killed of you find yourself in the need of it. If quickdraw is removed, a [i]slight[/i] handling buff may be warranted. As for snipers, hopefully the aim assist nerf helps. Yeah, the flinch sucks, but it was so bad before because it was combined with high aim assist and wide cones on low zoom scopes. Kinda had some nasty combo effects. Let's hope the aim assist nerfs helps. As for the auto nerf, the hand cannon adjustments will either reign them in or they won't here on console. Slowing the TTK of all hand cannons might be more of a determining factor than the range. We'll just have to see about that. Rest is pretty spot on.

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                        • Fusions will never get a buff until Jotuun is moved to the heavy slot...

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                        • [quote]Well, they've missed a few things in terms of just the weapon sandbox, let me get into it; [b][i][u]140 Hand Cannons[/u][/i][/b] I agree with folding 140/150s into the same archetype, but at the same time, I feel that with the reduced raw TTK, 140s should be allowed a bodyshot for the 3 bullet kill. [b][i][u]180 Hand Cannons[/u][/i][/b] I like the changes, but the changes don't address the primary issue of 180 RPM guns in general: the comical lack of lethality/TTK. They need to be buffed to 190 or 200 RPM, plain and simple [b][i][u] ARs[/u][/i][/b] The 600 RPM nerf is neither severe or completely unwarranted, but it doesn't fix that 450s and 360s DESPERATELY need lethality buffs, and 720s need buffs to range or mobility. As it stands, some might be pushed to 720s for more serious play, but there simply isn't a reason to not use a 600 in terms of ARs, even after the change. [b][i][u]Snipers[/u][/i][/b] Good start, but I think they're getting off too easy. Flinch still needs an overhaul, and bodyshot damage is too forgiving on the higher impacts archetypes. [b][i][u]Rockets[/u][/i][/b] You buffed the wrong thing, they didn't need more ammo reserves, they needed 2 in the tube and more damage. Rockets still do basically nothing for damage beyond maybe the Coil [b][i][u]Shotguns[/u][/i][/b] No mention of sight alignment fixes *glares at Felwinter's Lie* or removing Quickdraw from the perk pool, I think those need to be done. [b][i][u]Servers/Netcode/whatever[/u][/i][/b] No mention of tickrate being bumped that I saw, the tickrate needs to be increased to 30+ at the VERY LEAST [b][i][u]Pulses[/u][/i][/b] They need a range buff, that's the big issue that people have with 600s being too long range; the pulses outside of 540s have too little of it. [b][i][u]Fusions[/u][/i][/b] These still need a buff, and no, I will not shut up about it.[/quote] Nerf everything. Problem solved

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