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작성자: Enlightened 1/8/2017 9:15:47 PM
22

The One about Balancing Everything Pt.1

Now I know this is gonna raise a lot of eyebrows but just stick with us here. Me and My friend have spent a lot of time playing destiny and wondering how we could fix the crucible, so we're gonna split this into three different parts. Pt. 1: Legendary and Weapon Archetypes. Pt.2: Exotic Weapons and Armor's. Finally Pt.3: Classes and Sub-classes. So Let's start by removing warlocks from the game...I am of course joking. We wouldn't remove anything from the game this is balanced feedback not biased feedback. [b][u]Part 1: Legendary and Weapon Archetypes[/u][/b] In this section we are going to be discussing legendary weapons and archetypes, as a brief introduction we believe archetypes are the wrong way around i.e. Higher impact weapons should have the quickest time to kill and low impact the slowest. This is due too Low impact having less risk in missing shots whereas high impact if you miss you are more than likely [b]dead[/b]. We are going to go into more detail about each weapon archetype below. (This list will not include Exotics, that will be in part 2) [b][u]Primaries[/u][/b]: Base flinch infliction Nerf of 5% to counter previous Nerf Auto-rifles (AR): [b][u]high impact[/u][/b]: AR's (i.e. Shadow Price)they have good base stats but these stats don't show in game play, we feel that increasing their accuracy at ranges would benefit them as well as a small buff to base range. [b][u]Low impact[/u][/b] AR's (i.e. Doctrine of Passing) We don't see these as being much of an issue as if we bring the other weapons into line with it, it will become more viable. Therefore we would like to give it a small base range buff as we believe they are already where we want them. [b][u]Scout-Rifles[[/u]/b] (SR): [u][b]High Impact[/b][/u]:As far as high impact SR's go we are happy with where they are now. [u][b]Low Impact[/b][/u]:As for low impact SR's we would like to make the damage fall off begin slightly sooner than the high impact SR'd as we feel these should be more short - medium range but still be able to perform at long range. In addition we would like to have high caliber rounds to ONLY roll on low impact SR's (i.e. Distant Star) and HIGH impact Pulse-Rifles (i.e. Spare change.25). [b]Pulse-Rifles[/b] (PR): [b][u]High Impact[/u][/b]: We believe this specific set of PR's isn't seen in crucible anymore due to the Nerf to the archetype which was slightly too severe. We would like to see this archetype of PR's being able to 2 burst, ONLY if they hit all 6 head shots without damage fall off. This would mean they can combat high impact scouts with it having a slightly quicker time to kill, however in missing a shot it's enough time for you to be killed. [b][u]Medium Impact[/u][/b]: We think this set of pulse rifles should 3 burst if majority of shot are head shots (i.e. 6 out of 9 shots are head shots). High caliber rounds WILL NOT be rolling on medium impact PR's with the exception of exotics. [b][u]Low impact[/u][/b]: We believe this set of PR's should have the lowest time to kill and therefore can ONLY 4 burst (i.e. 9 out of 12 shots are head shots), with the exception of the Hawksaw/PDX-45 archetype, IF they have some sort of damage modifier (i.e. Light level advantages, Low armor, or a damage modifying perk like HeadSeeker). Also with the low impact PR's we would like to see a heavy range Nerf (similar to the Hand Cannon range Nerf in Year 2) to change this archetype into a sort of SMG's, where they are effective at close range, begin to suffer at mid range, and are as useful as knitted condom at long range. In addition to this would would like to give them a small base stability and magazine size buff in order to counter the Nerfs. Hand Cannons: [u][b]High Impact[/b][/u]: (for example Ill Will) We believe these hand cannons are fine where they are at 1 head shot 2 body shots to kill, but a small stability buff would help. Medium Impact: (For Example Eyasluna) So for this archetype of hand cannons we believe it should be 2 head shots and 1 body shot to kill. this would pull this archetype of hand cannons into line with the other weapons . This would also mean these hand cannons could not 2 shot with luck in the chamber with the exception to low armor (maybe). [u][b]Low Impact[/b][/u]: (For Example Free Will III) We believe that these hand cannons should be 3 head shots to kill and receive a significant base range buff. They should also be able to roll a range perk (i.e. rifled or reinforced barrel) AS WELL AS High caliber rounds. (which would not give it max range). [b][u]Special Weapons[/u][/b]: We aren't going to change Fusion Rifles or Sidearms as we think the changes to Snipers and Shotguns will make them more viable and balanced anyway. [b][u]Snipers[/u][/b]: We would like to undo the flinch Nerf with the changes to high caliber round we spoke about earlier. For unflinching we would like to change this perk a little, to where if the weapon shooting the person with an unflinching sniper has high caliber rounds, unflinching negates the extra flinch from high caliber rounds. However if the gun does not have high caliber rounds it reduces base flinch of that gun by 20%. (Potential Nerf that may be good but not needed): One we have discussed a bit and that could happen but isn't a necessity is that we would like to see a base damage Nerf to all snipers by 10% this is to reduce hitting a body shot and then changing to primary to one tap finish. However we would increase the head shot multiplier to allow the 1000 yard archetype and above to continue to one shot head shot supers. Shotguns: This is gonna be a Marmite section, you're either gonna love it or hate it, but you have to hear us out. Due to the consistency of shotguns Full Auto, seems like an overpowered perk for hitting follow up shots, this is unfair on those that don't have the perk, Bungie had a great Idea with powerful perks but with negative aspects too. With this we would like to remove Full Auto and bring back shot package with a -30% range counter, to give it consistency without range (i.e. you will one hit a close range, but at range it will suffer, this is what we believe a shotgun should be). [b][u]Heavy[/u][/b]: Our only issue with heavy is within the Trials of Osiris and e believe there either shouldn't be a heavy round or there should be 2 heavies in the center of the map easily accessible by both team. this rules out biased heavy spawns. Please read parts 2 & 3 as well

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  • Ugh, more nerfs

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  • Did you forget to take the bold and underline off? Jesus, it's like a white wall

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    1 답변
    • Looks like this thread didn't go well and for good reason. I swear, some people's opinion on balancing is hilarious.

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    • When you don't understand anything about weapon balance but you make this post anyways

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      11 답변
      • 작성자: Droid 1/9/2017 7:04:27 PM
        Some points. - you stated you wanted un-biased feedback. Yet, you gave biased feedback. - you left out many archetypes. - you messed up the scout archetypes. - you messed up the pulse archetypes. - and to top it all off you made this post unreadable by messing up the text, somehow. You get a solid 1/5.

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        10 답변
        • About Autos, you didn't mention mid impact Monte Carlo archetype, which defintely needs changes. These weapons don't need changes to range and accuracy, instead they need to rely less on headshots for a low TTK. They should have a base damage bump by about 3 or 4 points, and to counteract this make headshots do only do a small bit more. For pulse rifles, the balance shouldn't be based on bullet count. For example, have high impact pulses kill in 3 bursts but only 7 bullets total, obviously varying based on where they hit, compared to mid impact pulses 3 bursting with all 9 hitting.

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          1 답변
          • [i]The one about the court....of oryx[/i]

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          • I'm sorry, u tried, but u don't know a lot of what u just wrote

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          • [spoiler]no[/spoiler]

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          • The only weapons that would be viable would be high impact guns, no balance at all

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            4 답변
            • YES. Somebody that understands that hand cannons need to be more of a precision weapon than they are now.

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            • I saw another nerf to snipers and instantly disliked this post. Stop nerfing please.

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              9 답변
              • If you nerf handcannons as you stated. It would become a Mida meta again. The fix for handcannons is more consistent but no rangefinder and less consistent quicker at long ranges. All scout archetypes should have HCR. Pulses should have flinch reduced. Snipers should get more ammo perks. Shotguns and scouts are fine.

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                8 답변
                • Snipers don't need to flinch less. I agree the unflinching perk needs buffed a little but it also needs to be like a super rare roll in that case as well. If you want to buff snipers undo the extra scope zoom nerf they got and the ammo capacity. Used to be able to sit with 24 bullets in pve now we can only hold 18 with 2 armor pieces with extra sniper ammo? That is stupid. High impact shotguns are fine they just need their perks switched around. No high impact shotgun needs to be able to roll rifled barrel, reinforced barrel, or range finder together. Its those 3 perks that make shotguns dominate so just remove them from being able to be rolled with both. Every auto type needs a range and a damage buff. The higher impact autos need more of one. Remove bloom Remove HCR from HROF pulses and slightly reduce their range Buff stability of Autos and Mid-High impact pulse rifles Patch over the crucible is balanced. Yay

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                • Full auto is garbage it fs ur spread up

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                  1 답변
                  • 작성자: Swarlly 1/9/2017 4:13:24 AM
                    Are you thick? High Impact PRs can two burst currently if all headshots are hit it's just too hard to 2 burst to be consistent. The flinch+recoil on them is so severe by the time you get off your second burst they are off target.

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                    5 답변
                    • 작성자: Lead 1/9/2017 1:28:48 PM
                      the Hi Rof pulse shouldn't be the SMG's, the Hi Rof AutoRifle are the SMG's.. and regarding the Medium Impact: (For Example Eyasluna) HC, if you run max armor you aren't 2 tappable even with a LitC bullet.. so they are fine as they are.. the hand cannon just need no bloom at all.. bloom is bull shit.. we aren't playing a realistic game.. we are space cowboy with laser bullet and aim.. you need to find something else to justify your non subtile nerf request boiii

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                      1 답변
                      • Confirmed you're a sniper. Most kills with your sniper on your most played character. JUST BECAUSE YOU CAN'T DOMINATE LOBBIES WITH SNIPERS DOESN'T MEAN THEY'RE BROKEN!

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                        2 답변
                        • There already is an archetype of hand cannons that need two headshots and one body. That's why they're low impact. If Bungie put your RETARDED ideas in place, half of the players would quit.

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                          3 답변
                          • 작성자: Jinx 1/9/2017 6:28:07 AM
                            You think anything at all about scoutrifles needs to be nerfed. Are you are gods damned drugs? They are the least competitive primary in the game by a huge margin. Literally just go look at the actual numbers. They are broken as it is and the last thing they need is to be broken more. Also Distant Star is not a low impact scout rifle. It's basically a Mida that can have variable scopes and perks. Low impact are the hero formula, shadow, etc scout rifles. Most low impact high rof weapons fire like a laser beam. Low impact high ROF scout rifles fire like you're holding the gun with a handfull of broken fingers.

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                            5 답변
                            • Your shotgun idea is dumb too, and full auto is trash so quit complaining

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                              12 답변
                              • Also your changes favor snipers. Undo the flinch nerf and we'll have nothing but another sniper meta like we had a handful of months ago.

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                                1 답변
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