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원본 게시물 출처: Thoughts on Weapon Balance
작성자: Erijian 12/22/2016 9:22:32 PM
214
- 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 ------------------------------------- - 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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  • no warlock melee has the most aim assist tracking and it's ridiculous.

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  • Warlock melee has the same tracking as all other melees, the tracking just activates at a longer range. On the subject of melees, melee balance was originally designed so that Titans would have the shortest melee range, Warlocks would have the longest, and Hunters would be in the middle. They then balanced melee speed, with Titans being the fastest, Warlocks being the slowest, and Hunters again being in the middle. Since then, Titans have had a slight buff to melee range, putting their melee range somewhere near that of the Hunter. Even without taking into account differences in armor, agility, or other abilities, melees are balanced across all classes. Yes, Thunderstrike range can be obscene at times, but you have to remember that all classes have melee abilities. Sunsingers ignite, Voidwalkers restore their grenade, Strikers have higher base damage. Taking away Thunderstrike's range leaves the Stormcaller with essentially no melee ability.

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  • Because warlocks don't have the armor of a titan or the agility of hunters. When it comes to warlocks, changing their base melee will nullify any and all cqc they could possibly have. But why don't hunters complain about how backstab perk is actually broken to the point the perk procs when they are on the side and sometimes right in front of you. But why don't titans complain about how shoulder charge has more aim assist then a warlocks melee does, so that they will actually turn 90 degrees when using the it so they will hit their target.

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  • I actually really enjoyed your thoughts, especially on the fire bolts. I have changed my game style a lot since the new patch ! https://m.youtube.com/watch?v=OGQ4bOYCtlI

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  • Agree!!! I think low rof pulse rifles need a buff and the chest piece for Titans could use a NERF or just get rid of it completely... Titans are already mobile enough... It feels unbalanced.

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  • Are you talking about TG. The exotic that already got nerfed

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  • Beautiful

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  • So, is this whole, "nerf fusion rifles" thing a joke?

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  • 작성자: Erijian 12/19/2016 12:54:45 AM
    Aye I personally think they're in a good spot.

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