Hello everyone! I am here today to talk about what needs balancing in the crucible. Before I start I would like to say that I believe that all heavy weapons are balanced and won't need any changes. Also, I will be covering exotics in another post if you guys are interested (Lots of text coming).
Let's start with the primaries. First up- auto rifles
Auto rifles as of right now are viable in competitive pvp, (trials and iron banner). Unfortunately, only one archetype of autos are competitive. Yes, we all know that the high rof (doctrine, soul stealers claw) are performing well in the crucible. However, this leaves out the low rof (suros with focused fire, questing beast) and the mid rof (shadow price, grim citizen). What should we do? For low rof autos- increase range and slightly increase damage. Suros would hit for 37 damage and boosting the range would enable it to compete with pulse rifles and maybe even scout rifles. The reason it's range should be increased is because low rof autos perform more like fast rof scouts. Mid rof autos should also get a range and stability buff, enabling them to compete with faster rof autos when in optimal range. This would create more diversity in auto usage and people would not use just the doctrine of passing.
Pulse rifles- fast rof pulses are in a great spot right now. They dominate mid range and are perfect as they are. However, mid (villainy, nirwens mercy) and low rof pulses (spare change, messenger) need some buffs. Mid rof and low rof pulses kill in the same amount of bursts but the low rof pulses have a much better ttk. For mid rof pulses- buff damage so they can become more reliable with 3 burst kills. For low rof pulses- buff damage so they hit for 36 to the head to enable a two burst kill. Low rof pulses are high risk reward guns and players should be rewarded with two burst kills.
Scout rifles- scouts are fine except undo the hip fire nerf they received in year 2.
Hand cannons- lessen the ghost bullets and bloom effect. The reason I say lessen rather than remove is because hand cannons will dominate the meta with the quickest ttk in the game. Lessen the ghost bullet effects completely for high range hand cannons, and lessen the bloom effect with high stability. Either you would have your hand cannon speck with full range with bloom for slow, longer range, steady kills, or you would have high stability hand cannons that are monsters in close quarters but are [b]a bit [/b] more unreliable at longer ranges. This would keep other weapon types
Sidearms- Sidearms need no changes.
Fusion rifles- let bolts hit target after death. I have been shot gunned as I've shot the opponent many times thinking, "at least I traded." but then my shot would disappear! Let them track after kills and they would be incredible. Also, give low charge time fusions (split shifter pro) a bit more stability to ensure a one hit kill. It is difficult to consistently hit one hit kills with the fast charge rate fusions (for me at least).
Shotguns- give them back their weapon and handling speed. This won't make them op because of the range nerfs staying intact. Encourage fast paced gameplay! It's much better than the slow, defensive meta we are in. Don't touch the range, and give high rof shotguns more ammo.
Snipers- snipers should reward skilled players and skilled players will be good with a sniper regardless of what game. What to do? Get rid of hidden hand. Replace hidden hand with a solid perk (outlaw, unflinching). Snipers have been the same since day one so its very difficult for me to try and nerf them. Regardless, they are extremely popular in pvp and we should try and create more weapon diversity. Buffing all the other secondaries will help with diversity, and to help with this slightly reduce the rof on snipers to lessen two body shot kills. If a sniper gets a headshot he deserves the kill. This, combined with the other primary and secondary buffs, will push people away for just going to the body, while leaving the skilled with a deadly weapon to consistently kill with.
Tldr: while all weapon classes can be used competitively, there are some archetypes that should receive buffs to increase weapon diversity. Increase the ttk and the crucible will be less defensive and more fun! I would love different opinions and if you made this far, thank you.
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#Destiny
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3 답변In the most part I agree, nice summary, all weapon types are now viable which is the best it's ever been but there are still a few must-have options. For me I'm getting pretty tired of being spanked one on one by Soulstealers claw and Doctrine. I haven't found anything that competes against them. Mostly top of the leaderboard is running one or the other. On a side note, if I dont play CoE (unless I can solo?) what's the fastest rep gain for variks? (I want Soulstealers claw!) Lvl28 prison? I only use in game matchmaking. Thanks!
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2 답변I definitely like the ideas and explanation process behind them. Especially since it is mostly improving the less performing weapons. I do fear that with said adjustments, that handcannons would be the top primaries... Not because they would have the best ttk, but due to map design and how they engage the enemy. Skilled players will use cover to their advantage, exposing only to fire the powerful rounds, then ducking back into cover... With relatively short sightlines, that will be the hc's playground. Autos need much more time exposed to trickle down the enemies health. Pulse and scout a little less, but more than hc. HC also perform best on the move, and in air. There was a reason that they were so dominant y1. Personally, pulse/scout is my preference... And they are in a pretty good state right now.
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1 답변I've always believed that snipers should always take skill to use and not have a helping hand in killing people. Give them sway and bullet drop. I've started to go for perks what reduce range and increase other stats since range for snipers don't seem to matter unlike other guns.
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6 답변The mid rate of fire pulse rifles actually have a shorter ttk when compared to the high rate of fire ones
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3 답변Shotguns and handcannons need buffed to pre 2.0 stats. Snipers need a aim assist reduction, bullet travel time, and actual flinch.
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7 답변As boring as this meta is.. I would honestly say that it's pretty balanced. Snipers are still a nuisance but bungie will never get it right
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2 답변I wholeheartedly agree with all of this, especially the Pulse Rifle bit. I just received Aegis of the Reef today, it's a good Pulse Rifle but not good enough. :/
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1 답변Bungie -blam!-ed up this games balancing in general. High ROF weapons like hawksaw and doctrine have near perfect stability and accuracy, they handle like a laserbeam. Then you have handcannons, a weapontype rewarding precision and a skilled hand, yet somehow they have terrible accuracy. Can someone explain to me how this makes sense? I dont get it.
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1 답변I had a topic that I started that was really similar to what you just did, except that yours is after patch 2.2 , I guess I could help you if you want me to. With two people knowing a lot about stat numbers and all, we could have a better opinion than if you're staying alone. :)
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1 답변It's all good except for the pulse rifles, sidearms, and snipers bit. Pulse rifles could use a buff...maybe. My Spare Change is good. But mid rate of fire pulses shouldn't have equal damage to low rof. Sidearms are great. Most rock but stay balanced at the same time. I'd keep them as they stand. Snipers...well they're tricky. I'd say lower aim assist but keep hidden hand. And make snipers descope when reaching critical health [i]or[/i] critical hits. [spoiler]Not both![/spoiler]
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1 답변작성자: mayo68 5/24/2016 4:40:32 PMHand cannon accuracy is horrible. Lower aim assist on sniper rifles and increase flinching. That is all...
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6 답변For the love of god leave PvE alone!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Every damn Pvp nerf whine that comes to bear only effects PvE. STOP IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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I like a post with thought and ideas not just assumptions and insults so thanks for that. If we make sure no pve collateral damage then I'm cool with changes. I don't mind hidden hand but I think snipers should be unwieldy in closer range and maybe more flinch when hit.
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Or this. Which has some good stuff :). [spoiler]These are some ideas for the next patch but I want to make the perfect list with ideas from the community. For Bungies own good! Titans -Melee range boost Sunbreakers. -Tracking is increased but at the cost of blast radius. -Super damage to AI is increased by 10% -Sunspots should do a bit more damage. (Maybe 9% more?) -Pressing your melee button will do a melee attack for hammer or sol. But suncharge will make it an uber attack like it already is. -Reduce healing cool down from 3 seconds to 1.5 seconds -Explosive pyre applies to grenade and melee but will do the same damage (so grenade does 170 it'll do another 170 damage) -Firekeeper will allow grenade kills to make sunspots Strikers -Flashbang will blind for 6 seconds -Transfusion applies to fist of havoc -Death from above can allow you to have a small circle before landing (like a halo 5 ground pounds) -Holding the jump button when you activate death from above will hold you in place until after 5 seconds. -Shoulder charge takes a another second to proc Defenders. -Super meter acts as a timer for bubbles (like golden gun, sunbreaker, etc) but still recharges. -Blessing and weapons get a 5% buff. -When activated, the Bubble will throw any nearby enemies away. - Enemies should be slowed when inside bubble. -The bubble will suppress any enemies inside Hunters Gunslinger. -Deadeye can now hit criticals shots -Throwing knives that burn don't cancel burn of you hit a critical. -Swarm grenade does more damage -Golden guns damage fall off is increased by 5% -Projectiles have a bit of travel time (maybe 1 or 2 seconds before hitting something) -Golden guns damage is increased against AI by 23% -Scavenger works with heavy and is more effective by about 30% -Circle of life replaced with Circle of fire (getting a kill with throwing knife will create a small damage boost to your next knife) -Gamblers dagger boosts strength Bladedancer. -super time increased (19 swings to 27) -Flux grenade does more damage. -Arcbolt grenade does more damage. -Invisibility is enhanced -Encore now grants a bigger boost. -Super damage done against AI is increased by 32% -Regular super damage increased by 13% -Showstopper will act like dark drinker instead is staying in one place -Activating arc blade with vanish on will turn you invisible instantly. -Fleet footed gives you an extra jump Nightstalkers. -Shadowshot's tether activation is decreased (1.5 to 1) -Vanish in Smoke bombs last a little longer -Once you throw your grenade it will take 1 second before you can throw your smoke and vice versa -Blood bound transfers more damage to all tether targets. -Courage of the pack armor is increased by 16% from what it is now. -Marked targets will appear on allies radars and screen. Warlocks -Glide is faster -The Ram only affects voidwalkers armor Voidwalker. -Nova bomb damage to all enemies is increased by 7% -Bloom explosions now do more bonus damage -Life steal boosts recovery -Nova bomb receives a crosshair when used -Vortex grenades do more damage Sunsinger. -Solar wind is more effective -Solar grenades burn the target regardless of anything -Firebolts burn for only 5 seconds -Radiance decreases melee cool down at the same rate as grenades. -Song of flame shows a ring of fire to show allies the effective range of it. -Radiant skin will also give allies more armor -Gift of the sun boosts helps to recharge your next grenade Stormcallers. -Storm grenade is more accurate. -Amplitudes upgrade to make the melee go even larger is reduced by 3.5% -Ionic blink will be more forwards then upwards and limit jump height during super time Weapons Autos -medium impact autos get a 4% damage boost. (Like Zhalo arch types) -Slight stability boosts on all autos -hip fire Reticle changed to a square -mag boost on all low rof autos (except Suros regime) -Counterbalance removed from high rof Pulse rifles -Small increase in damage by roughly 2 or 3% to compete with autos -Slightly decreased dps falloff -hip fire Reticle changed to a circular shape Scouts -Damage against ai is increased by 6% -Accuracy at close range is decreased while accuracy at long range is increased Hand cannons -Hip fire reticle changed to a circular pattern. -Slightly increased stability -Accuracy increased -Reserve ammo boosted Snipers -When taking damage, snipers will flinch more -Movement speed while this weapon type is pulled out slows down walk speed. -low impact types will get a mag boost Fusions -Bullet (or laser) travel speed increased. -Can hit critical shots -blast pattern will always be in a circular pattern -Base dps is increased across the board by 3% -Reticle size decreased for more reliable shooting when hip fire is active -Reserve ammo boosted Shotguns -Stability increased by 10 on all shotguns -reload increased by 15 on all shotguns. -Damage falloff is slightly decreased Sidearms -Increase in base damage -Hipe fire reticle changed to a square -added full auto as a perk to drop on a sidearm -Machine guns -Stabilty decrease on high impact machine guns -Range is slightly increased on fast firing machine guns Swords -Blocking will reduce even more damage Exotics (and legendaries) The chaperone -Range boost -Precision scaler increased Immobius -Hand loaded replaced with hammer forged. -Changed impact and rate of fire to medium impact and medium rate of fire No land beyond -Iron sights even more reliable -Flared mag well decreases the time in between the shots Hereafter -Magazine boost (4 to 5) Black spindle -Scope when ads changed to green instead of blue (to show its of hive origin) -Ammo reserves increased Plan C -Increased stability when hip firing -Reload decreased Pocket Infinity -Brought up to year two. -Mag boost (3 to 4) Telestlo -Decreased reload -aftermath explosions do more damage Sleeper simulant -Rounds will have decreased dps falloff when final perk is unlocked -Shots that hit enemies will bounce towards towards other enemies -Replaced injection mold with perfect balance -Replaced hip fire with surplus Mida -Now have the option to choose in between high caliber rounds and full aim assist Hawkmoon (HAWKMOON!!!!) -Stability increased (maybe 10 or 15) to help land those headshots -Luck in the chamber bullets do a little more damage. (105 to 112) First curse -reload increase -Accuracy at longer ranges is more reliable No time to explain -Muzzle flash decreased -Sight changed to the Strangers rifle sight Red death -Replaced snapshot with reinforced barrel. -Replaced unflinching win reactive reload Zhalo supercell -Lightning fx when aiming down sights is lowered (like bad juju was) -Chain lighting happens more often -Replaced braced frame with extended mag. -Stability boost to bring it up to 52 on the stability chart -Fabian strategy -Mag boost (40 to 56) Hard light -Recoil bounce is reduced Dragons breath -Blast radius increased. -AOE fire from after blast is not affected by the blast radius change General -Year one vendor weapons and armor (like shadow price) are able to be attained from strikes, crucible, and engrams -Legacy engrams from Xur cost less -Xurs loot table is based on your light. If you are 310 and above, then his loot will be 310. If not it will be 290 -Taken captains have a 10 second cool down until they throw another blinding bubble -Taken psions will multiply less -SRL returns -Twilight Garrison and Tarentella drop chances increased by 18% -Fast Rez armor drop chance reduced by about 19% [/spoiler]
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High ROF pulse rifles like grasp of Malok are insane right now I can handle hacksaw and PDX but grasps destroys... Hand cannons are frustrating ghost bullets should not exist in this game if you want this gun to be less effective at range then there should be a damage fall off not evaporating bullets
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1 답변only problems with this: 1.sidearms would be op as hell 2.instead of increasing swap time after sniper shot, just decrease body damage to around 1/3-1/4 of the headshot damage.