- 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.
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But why tho? Fusions are pretty inconsistent right now, the saladin being the only one consistent enough. It can map, but it is not consistent. Is like throwing a no scope to a bladedancer running at you, you will not always get the kill, and the vast majority of time you will be killed more than actual killing people. And you really prefer playing against someone with a matador than someone with a Vigil?
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작성자: Erijian 12/20/2016 11:39:20 PMYeah, I worded it pretty poorly. The main idea behind it was to overall make it more difficult to max the range stat on high impact Shotguns, similar to a nerf Bungie did to Fusion Rifles long ago. Matador/PC+1 being able to take a range nuke with Aggressive Ballistics, but still be able to hit 32 with Rifled is pretty poor balance especially when no other shotties can do it. [spoiler]But I find it funny you called me a kid and used "xD" in the same post, so +1 for you.[/spoiler]
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I personally disagree they just need to bring primaries in line to compete but I believe higher impacts should have more range just look at scouts like colovance duty vs dis 45 the 45 has a lower range stat but also makes up for foreign faster so in my eyes shottys are the same way it's all about aim if 2 people are using shottys a matador misses then they are punished but it's also dependant on the skill of the player
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It's how it is on all weapons. High impact = high range. Low impact = low range. It has more to do with the rate of fire. Think of it this way, if you can get more shots off faster, then it should have a low range since it can fire more rounds.
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Bungie needs to stop nerfing everything that's good in this game, into the ground! I understand that "weapon balancing" is a very touchy task but what is wrong with leaving everything where it is now (with the exception of a few changes that NEED to be made) and bring up the rest of the weapons that are being avoided. This would only give us more options out of our 100+ weapons hanging out in our vault collecting dust a chance. In the history of this game's weapon balancing patches, the META just shifts to another load-out type, leaving yet another group of nice weapons completely useless. All I'm saying is Bungie, please make the next weapon balance patch a good one instead of a nerf-fest. I would like to see a lot of different weapon archetypes out in the sand box, not just a couple. Thanks!
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It seems only fair that if they nerf Shinobus Vow they would have to nerf Nothing Manicles too because their practically the same thing but one if for warlocks and the other is for hunters. Only difference is, Nothing Manicles can one shot with its grenades