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#feedback

2/16/2017 8:16:15 PM
1677

Hotfix 2.5.0.2 Feedback

There are a lot of threads out there already on the new changes, but I wanted to give a central location to point everyone to when they ask me where they can share their thoughts. Now that you have had a few days to play the new changes we want to hear what you experiences have been playing. What do you like? What do you hate? What do you think is good but could be better? What would you change?
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#feedback

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  • Zuper Greekにより編集済み: 2/16/2017 11:45:46 PM
    [b]Like:[/b] Less shotguns, more primaries (YES), quicker elimination rounds, quicker special ammo box respawns, reduced stormcaller melee range, juggernaut shield changes, shotgun changes, hand cannon changes, mid-air accuracy buff to all primary weapons, high caliber rounds now work on scout rifles and hand cannons, RoF changes to High RoF pulse rifles and to lower RoF, blink changes. [b]Hate:[/b] Sidearms...sidearms...sidearms, loss of all special ammo on respawn unless using a sidearm, fusion grenades and all other sticky grenades (they really shouldn't track but instead, in PvP, function like a plasma grenade from Halo eg. you have to actually hit the player for them to stick none of this tracking nonsense), increase to sniper flinch (this was from the weapons patch before 2.5.0.2), Bladedancer changes, all quickdraw changes, spike grenades and smoke (not necessarily for 2.5.0.2 but I still hate them throughout this patch), Gunslinger still lackluster. [b]Could be better:[/b] Auto rifles were tweaked in a positive direction but still fall a little short on damage. While they look good on paper, realistically their damage output just isn't there as it is for say a hand cannon. This does not mean nerf hand cannons again but please instead address auto rifle base damage and/or stability. Low RoF pulse rifles can still be a bit better (think HoW Hopscotch Pilgrim damage). [b]What I would change:[/b] Make tripmines stick to players again because gunslingers have no sticky grenades whereas other classes and subclasses do, give golden gun extra armor while in super like very other super does, increase grenade and melee cooldowns even at T12 stats to avoid constant grenade and melee spam, reduce damage of smoke and spike grenades because the "wombo combo" is ridiculous and unfair to play against, reduce damage cone or change visibility of damage cone for spike and lightning grenades, keep other class and subclass health and shield regen perks WHILE IN SUPER the same as they are now but revert regen perk changes to armor pieces, melees and weapons, increase auto rifle base damage, make flinch actually affect No Land Beyond, make sidearms respawn after a death with their minimum ammo capacity and not carry over picked up ammo before death, make other special weapons respawn with half their pre-death ammo (except Ice Breaker and Invective of course) until 0 after a death instead of just taking it all away instantly (eg. fusion rifles and snipers are FUN to use but with no ammo, what's the point?), decrease ammo regen time on Invective so you can actually use it's perk in PvP, give Truth a 2 rocket magazine instead of it's current 1 to be in line with other exotic launchers like Gjallarhorn (as of right now I have a legendary rocket with Tripod, tracking and Field Scout which is effectively now better than Truth, an EXOTIC, so it makes no sense to run Truth especially in a PvE environment).

    投稿言語:

     

    マナーを守りましょう。投稿する前に、Bungie の行為規範を確認してください。 キャンセル 編集 ファイアチームを作る 投稿

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