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원본 게시물 출처: Antaeus Wards are Extremely Oppressive.
작성자: Mr man 306 n6 4/20/2020 10:15:31 PM
36
It took you seriously until you mentioned your fusion rifle, you can deal with it.
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  • ^^^😂😂😂

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  • Excuse me but you thinking fusions suck has nothing to do with his point. Sure you might not like going against fusions, but that doesn’t matter in this case because it would have been the same exact thing if he used a sniper or shotgun. Also Fusion rifles are the least used gun because they require a lot of skill to use😊.

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  • At least its not a sniper

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  • I think fusions are worse, snipers require a headshot to get a ttk similar to fusions, and they have the big glowing red dot when aiming down sights

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  • snipers require less skill than fusions. Flinch literally gives you free head shots, and you can camp the entire time. Take something like revoker for example, which gives you your missed shots back. Pair that with the insane aim assist and you have something that can take out a super with ease.

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  • While that is true in some cases, fusions don't require really any skill though, And Revoker is one gun.

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  • Revoker is just one example. In all cases flinch will give you aim assist towards the head. Its designed to give bad players who get shot the ability to counter other players, meaning that you can abuse this mechanic for easy head shots. Fusions and shotguns are going to be counters to each other, but there is no counter on range for snipers aside for good gun play with a scout or pulse.

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  • Fusions don't have a counter, they have way more range than shotguns. And since your talking about specifics, jotunn, it tracks the enemies plus is a massive fireball instead of fusion shots, erintil, it isn't as broken now, but it's still could be shotguns at optimal range because of insane charge up time. Fusions have always been op and cheap in crucible and always will.

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  • And what counter do shotguns have? Same idea with close range combat. Yes, something like erintil has insane range, but in close range combat its charge time hurts it. Jotunn however, is easy to avoid. Its not used in close range, which means simply strafing is going to be all you need to not get it. Snipers and shotguns have been the cheap way to play as well as a few choice fusions. Im not trying to defend erintil's range by any means, but its only a few fusions that have range like that. And besides, look at the weapon usage right now(trials). revoker is at 10.22%, mindbenders is 8.95%, and the first fusion is bastion at 3.42%. There are three shotguns and a sniper that are used before the first fusion. Jotunn is at .693% and erintil is .946% Now, bastion is that high because it destroys supers, but the weapon that you deem to have less skill and to be op isnt even close to the meta.

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  • That may sound good in paper, but when you go into the crucible fusions are the most annoying by far

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  • These are numbers that come directly from that. Its not something i pulled from out of my ass. People use what is the most broken. Sure, there may be that off chance that some streamer gets a bunch of people to run a certain weapon, but 9 times out of 10 whats used is whats broken. If fusions were are bad as you make them to be then you would see them being used more. Instead what is seen is a shotgun/sniper meta, with players bashing anyone who uses a fusion because they think they are the most broken weapon in the game. The most broken fusion in the game by far is tolesto, as it has no damage fall off, insane utility, great damage, etc but you dont see anyone running it or even complaining about it, even though its the best.

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  • 작성자: Mr man 306 n6 4/21/2020 2:35:51 PM
    I never said the numbers were bad. Fusions are not the best weapon, but they are annoying as hell. Also I see telesto a lot.

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  • 작성자: NicoNekomancer 4/21/2020 2:48:46 PM
    In 100 individual games of crucible (comp/trials) only 2 would use the weapon of all players from both teams combined. You did not see it a lot

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  • I saw it more often than that, the number is even for every player, the guns that are used in very high percentages are not that same percentage for each person.

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  • The number is the percentage of players who use the weapon. Its taken from all crucible matches during whatever period. Its an accurate number And again, if you get into a lobby with someone who uses it and you stay in that lobby you will see it used more, but thats only because the players arnt changing. In the 80+ matches i played last week I only ever saw a telesto user once. Ive yet to see it used in trials.

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  • I never meant that you numbers were wrong. I leave the lobby usually after each match.

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  • Yeah, and jotunn one shots to body cross map without really aiming, has tracking and area dmg, and uses green ammo...

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  • and it can be dodged with ease. Either doge like a hunter/top tree dawn, or just strafe. Besides, i dont see jotunn one shoting any super aside from gg. Its very easy to yeet any other super with a sniper.

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  • What kind of an answer is that ? You can wait 0.5secs for the ward shield to go back down and then shoot too...strafe or dodge to cover, come out and shoot.

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  • the one difference is who has control of the conflict. Jotun is long distance and isnt used much up close, so you will always have that time to dodge. Both players have equal control. When you go against the normal ward user, its close range and they have a shotty. In this situation that .5s is all they need to be immune to kill you. They have complete control. Yes you can try to avoid the initial shot, but when someone is sliding directly at you its kinda hard to not die unless you are on bottom tree arc strider. it all comes down to the use case of each exotic. One is countered simply by being at its effective range and the other is countered by being at rage rather than up close.

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  • No, the problem in question is not the counter, the problem is should it exist as it is. I'm completely with you saying that the wards should not give 100% dmg resistance, but neither should jotunn be doing more than any heavy weapon seing as it uses special ammo. Wards, 100% dmg resistance for 0.5 secs. Jotunn, special ammo, 1 shots to the body at any distance, has tracking and splash dmg. Now tell me, do both need fixing or not ?

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  • No. All energy weapons as a whole are, in my opinion, too strong. Yes jotunn does better than most heavys, but so does every other energy weapon. Heavys are meant for supers and or non super players (look at rockets and nade launchers) so the damage is there, you just dont notice it. The issue is that wards is able to counter everything. All weapons, supers, everything. It even makes nova bombs friendlies. This is my issue with it. There is no counter. You cant control when someone slides and deflects your shot, but you can control is jotunn hits you or not

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  • Heavy ammo in pvp is rare, special is everywhere, that's why jotunn should be moved to heavy slot, or adjusted. Rocket launchers do what jotunn does but all are heavy.

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  • Then snipers should also be moved to the heavy slot since they do everything a linear fusion does but better.

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  • No, heavy linear fusions (not arbalest of course), should all 1 shot to body, they are all underpowered imo.

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