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Destiny

Destiny について話し合おう
Sinにより編集済み: 4/8/2016 3:04:04 PM
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Sin
Sin

April Updates: Sandbox Updates (My Thoughts)

Agree with me

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Disagree with me

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Half and Half

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Agree with 25% of what I said

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Agree with 75% of what I said

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Don't care

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Can't judge till played with said changes

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Sin over here, back at it again with the comment. (Old vine, still find it funny. Humor me a little people, come on!) I'll try my best to get to the point of this topic so I'm not wasting [i]everyone's[/i] time and only [i]some people's[/i] time. Quick Note: I won't be going over all of them, just more of the ones that I believe hold more "relevance" to what us Destiny players take note in and such. I won't be quoting all of the pieces that I do as well to lessen your reading also. [b]The AR Situation:[/b] [quote]AUTO RIFLES High Rate-of-Fire (RoF) bullet hoses have been leading the pack in terms of competitive viability. Low RoF auto rifles are slightly behind their faster firing brethren. We’re tipping the scales ever so slightly on these weapons to try and create more options. Goals: Auto Rifle is optimal at close to medium range Legendary low RoF Auto Rifles are a viable competitive choice High Rate of Fire auto rifles are viable but not best in class Changes: Low RoF (Suros Regime, An Answering Chord, Anguish of Drystan): 2.3% increase in base damage High RoF (Doctrine of Passing, Arminius-D): 2.5% reduction in base damage Improvement to hip fire final accuracy[/quote] I like the goals that they're trying to setup for the AR's (since they were supposed to be rising ever since the previous buff to them but what seemed to be the only "valuable" one was the Doctrine since it "melted" people). I think the 2.3% base damage increase is really going to allow for more weapons to come into play (I'm looking at that Suros Regime for myself). Doctrine I'm pleased to see is getting a base damage reduction to lessen its melting capability. As much fun as it was to use I did realize that it seemed a bit too much and required less "thumb skill" to use when trying to acquire a kill. I don't hip fire with AR's so I have nothing to say on that. [b]The Pulse Rifle Situation:[/b] [quote]PULSE RIFLES Goals: Pulse Rifle is optimal at medium range, but can still effectively engage enemies at close or medium-long range. Legendary low RoF pulse rifles are a viable competitive choice. Changes: Low RoF (The Messenger, Spare Change, Lyudmila-D): 3% increase from previous base damage[/quote] I'm very happy by the goals that I've read with the Pulse Rifles. I think the changes are something that they needed from the previous nerf they had received. [b]The Hand Cannon Situation:[/b] I like the goals they had setup for the Hand Cannons, but I'm unsure how they plan to achieve this if they only plan on changing the ammo inventory for all Hand Cannons. [b]The Fusion Rifle Situation:[/b] I was never a fan of Fusion Rifles but from what I read it looks like they might be coming out and being used again like during the Plan C days. Welcome back to the Kill Feed old pals. The Sniper Rifle Situation: [quote]SNIPER RIFLES The intent for Sniper Rifles has always been lethality at a distance using a measured approach. There are a few scopes and models of Sniper Rifles that are pushing the limits of “distance” and allowing for pretty effective twitch combat shooting at what many would consider medium range. These changes aren’t intended to remove that style of combat, but they are intended to put the player at slightly longer ranges for that style to be as effective as it is currently. Goals: Sniper Rifles are optimal at long range, and difficult to use for medium to short range combat. Sniper Rifles reward thumb skill with high damage against precision targets Changes: Increase base zoom distance on the lowest range sniper scopes. Medium to long range scopes are untouched Increase base zoom distance on Sniper Rifles that did not have Optics enhancing scope nodes: Hereafter, Black Spindle, Patience & Time, Stillpiercer Add 2 frames of zoom time to base Sniper handling Reduce Snapshot perk to 20% benefit to base zoom time (down from 30%) Reduce Stability across all Sniper Rifle stats so that reacquiring a target after firing requires more care Addressed a bug where Zen Moment was not providing perk benefit to Sniper Rifles Zen Moment removed from uncommon and rare sniper grids Legendary Hakke Sniper Rifles trade Zen Moment for Performance Bonus Legendary Omolon Sniper Rifles trade Zen Moment for Battle Runner[/quote] I'm sure plenty of you are just going to skip over the other things I've posted above so you can see if I'm some "shotgun scrub complaining about Snipers" or something along those lines. In all honesty, I am glad to see the Snipers getting a nerf that they well deserved. I am someone that strongly believes that Snipers have in fact been Low Risk-High Reward type of weapons. They seemed a bit too easy on the thumbs in terms of aiming for the head or even dragging the scope in swift movements for a "dragscope" to kill someone. It didn't seem to matter if I was close up to someone or at a more respectably far yet significantly close distance, I was just either immediately headshotted or just popped in the shoulder because I was nicked slightly from either a grenade or body from a primary and killed. I think the increased zoom for shorter ranged scopes was a nice touch to attempt to defeat the likelihood of being killed when in a closer range to a Sniper and that the Sniper can then feel even more better and that they have more "skill" when they acquire a kill such as that. The decrease in Snapshot I don't think will kill the perk since it is only decreasing it by 20% instead of something more major such as 50% or 40% in deduction. I'm especially pleased with the stability they've increased so that finding the head of your target takes even more skill instead of just firing once and simply dragging the scope back down to quickly realign your shot. Very happy with that. I've never encounter the Zen Moment Bug so I have no comments in regards to that. The Ammo Situation: I am [b]extremely[/b] pleased that they finally are making it so that switching your special when using the Icebreaker no longer gives you special ammo. Anyone who used this I believed relied too heavily on Special Ammo and as many of us have typically said, these "kids" need to GET GUD. I'm happy this will no longer be a thing. The Player Resurrection Situation: I'm torn between this currently. While I liked being able to just run by my teammate with Crest for a quick pick up and for the clutch plays, I also saw the issue with how this worked and made it rather annoying to kill the person when they can just keep running and magically get an overshield. I'm pleased with the 7sec time for remove now and the shorter range for revives I believe might have been a slight overkill on the matter. The Situation with Perks: I have nothing to say on this matter. The Exotic and Legendary Weapon Tuning Situation: Mida Multi Tool: No comment on the matter. (High Caliber rounds never worked for me anyway whenever I shot a Sniper regardless. Time for it to not even work some more I guess?) Suros Regime: Glad to see the increases for this weapon rolling in. I'll be sure to try this in the Crucible sometime. Hawkmoon: Kind of needed this increase. The Last Word: I think this is ridiculous. They removed the perk bonus on TWD that made the TWD the TWD. Thanks a lot, Bungie? With you guys using the weapon during that Stream of yours and said, "Don't worry guys, The Last Word will still be good," but you choked an entire two and a half clips till you finally killed someone with it... The -blam!- Bungie? What the -blam!-? Thorn: I'm not happy with the changes they're making to this gun. I'll be honest also, I don't like the weapon. In Y1 it was obviously a "broken" weapon. Hands down, it was just a broken gun. With the first nerf it had been given it was fine I thought. It required more "skill" to use when using it with the Send It perk on it and Send It was easily a better perk to use on it that Perfect Balance. The three shot it required did it justice. Now they're killing the DoT on it down to 1 (wtf is this shit?!) and making it last only 4 ticks. Let's do some math shall we? 4x1 = 4 I wonder about the other way around? 1x4 = 4 So I can only do a maximum of 4 damage with the tick burn? Effectively killed the DoT on it. The gun was just murdered entirely now. I'm only happy to know that the poison effect was dropped so I can actually see better. Ice Breaker: The "death swapping" justice. Dreg's Promise: No comment. Lord of Wolves: No comment. Queenbreaker's Bow: No comment. Telesto: Time to start sticking my friend and getting sticky kills like in the good old Halo days again! Chaperone: I'm unsure what they meant by this change so I can't share any comments on that subject. 1000 Yard Stare: No comment. Quillims Terminus: Happy to see the decrease in stability and ammo. Kings Fall Weapon Set: No comment. These are all the comments I have on the subject. Please leave your comments down below with what you think, believe, question or just feel like trolling (though I'd prefer to see less trolling comments and more thoughtful comments, beliefs and questions down below. Thank you for those that have read and happy playing Guardians.

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