- Remove HCR from Clever Dragon and The Waltz. Fast firing weapons that already cauze flinch getting flinch increasing perks is comepletely anti-fun.
- Remove HCR and Explosive Rounds from The Distant Star. Similar to the above reason; you took HCR from MIDA for a reason.
- Lower the base range stats of higher impact Shotguns to make it more difficult to max the range on those archetypes. Aggressive Ballistics and 32 range needs to go. (For those tots unaware, Bungie did a similar nerf to Fusion Rifles long ago.)
- Remove Bloom from Hand Cannons but further increase damage fall off to prevent constant three taps with Palindromes from long range.
- Sharper damage fall off for the faster firing Pulse Rifles. A max range No Time To Explain starts to lose damage similar to a Stability Grasp of Malok roll for God knows why.
- Buff Auto Rifle damage to make them stronger up close, and a bit more consistent from distances depending on the used archetype.
- Buff the slower firing Pulse Rifles damage to allow for more (A) Leniency if using a Spare Change archetype Pulse or (B) Consistency if using a Nirwen's archetype of Pulse
- Give No Land Beyond ACTUAL FLINCH instead of purely visual flinch. Remove Mulligan and give it Unflinching instead to stop jamming when trying to reload cancel.
- Return Sniper Rifle zoom to their old values.
- Nerf Fusion Rifles
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- Nerf Shinobu's Vow in some form. Either have it grant only one buffed Skip Grenade, or reduce the strength of the buffed Skip Grenade. Leave the base form of Skips alone.
- Nerf Amplitude by causing the melee to have damage falloff down to 80(?) damage (Max Thundersnipe) if you select the perk. Leave the base form of Thunderstrike alone.
- Allow the Juggernaut Shield to be ignored by weapons that overpenetrate enemies. Keyhole, Armor Piercing Rounds, etc. I feel like it won't be much of an issue anymore with the aforementioned Shotgun adjustment. If it's still an issue, cause a small movement speed debuff with the shield active.
- Buff Tripmines to allow them to kill medium armored Guardians again. 195 damage is a good compromise.
- Buff Firebolts to bring them somewhere near their old tracking abilities. They were never the problem, Viking Funeral was.
- Buff Arcbolts' damage or range. One or the other Bungie, nerfing both was a stupid idea in the first place.
- Let Sunsingers burn enemies for longer while in their Super, similar to old Viking Funeral.
- Adjust Sticky Grenade tracking a bit. Give Flux Grenades a larger blast radius in compensation for their lower damage.
- Adjust Lightning Grenades visual hitbox so it's a bit easier to tell where I need to stand on Shores of Time to avoid getting hit from one on Burning Shrine. Also give them a visual effect so you know when it belongs to an ally.
English
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[quote] - Adjust Lightning Grenades visual hitbox so it's a bit easier to tell where I need to stand on Shores of Time to avoid getting hit from one on Burning Shrine. Also give them a visual effect so you know when it belongs to an ally. [/quote] This is hilarious, especially because its true.
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Besides Spike grenades that were recently buffed, Vortex and even Void Wall I feel need buffs. Vortex in particular is just... kinda bad, but I choose it because it doesn't feel like Hunters really have anything that great unless you're a Blade Dancer slapping on Shinobu's Vow. Tripmines did not deserve the removal of sticking; as-is sticking with a tripmine wasn't very easy, and hardly something I'd call abused. Gunslingers, overall, are hurtin' for good grenades if they aren't using Incendiary, which I'm already not that big of a fan of using. I absolutely agree that HCR needs to be removed from fast-firing weapons. If ever I find myself facing off against a Pulse user who has that, even at Scout Ranges I often have no choice but to disengage because that battle is going to be next to impossible to win. Fusions don't really need a nerf; they're finally in a good place after basically years of being bottom of the barrel. If anything specifically, nerfs to fusions shouldn't be blanket for all; the fast-charging models are already fairly difficult to use and have quite the learning curb, and even then using them consistently is a big challenge. Saladin's Vigil is probably something to really focus in on, as is that archetype in general, but a blanket nerf on Fusions is just going to hurt that weapon type more than it needs to be. Range might not be the answer for shotties, but I honestly feel something needs to be done about them. It's silly to me why anyone thinks just buffing primaries is going to be a good answer for them, but thankfully Bungie is smarter than that. If anything, I feel like something needs to be done to make the one-shot-kill harder than just getting close enough to someone. At the least, I want to see Matador nerfed at almost any capacity, but if they did something like increased the amount of precision damage needed for a Shotgun ohk at longer ranges I think that'd be great. I made a post further below that explained that my issue with shotties has to do mostly with how their ohk is just an arbitrary "Are you close enough y/k" compared to Snipers, that require a headshot, and Fusions, that require a steady hand (and some luck) to land enough bolts. Also, for exotics, at least on the hunter end Knucklehead is basically useless now that we have that new artifact (that does its job way better with adding higher res radar too), and Dance Machines as well just feel really weak. Hard Light needs its horrible shake removed on the topic of ARs too >:/
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Seriously... you use fusions then make the stupid lame ass old -blam!-ing joke??? Don't ever say it because been using fusions since day 1 and have more kills with a fusion than anything else in the entire game The joke needs to die
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I main a warlock and I do agree with the amplitude nerfing. Everything in the game has a damage fall off, not including supers. A melee that goes well beyond the parameters of the norm should have some sort of falloff .
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작성자: Ebty 12/23/2016 7:48:32 PMI agree with most of this (especially the visual cue so you know what abilities are friendly and which are not) but I think fusions are fine where they are now (except the Split/Shifter archetype which needs a buff to damage, charge rate, or consistency) (Although I suspect it was a joke in which case well played)