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작성자: Griever 1/3/2026 11:37:57 AM
6

Possible explanation why primaries feel weak right now.

This I would say is a mix between activity scalings, enemy types, the artifact nerf, and probably the stat itself. I've said similar things in other posts with a little more or less between each one, so I'll try to put it all here. * Scalings. Every activity capping us 30-50 below the enemy, and some activities that are actually supposed to have escalating difficulties are already set at the "highest". * Enemy types. Setting aside how some factions are simply more durable than others or have weird crit spots/ boxes, it feels like there are a lot more orange and yellow bar enemies at least in the Lawless activities. And probably more than half the damage buffs primaries get are usually against red bars, so those aren't really helping here. * The artifact. Last season that was somewhere between 10-15% with all T5 gear iirc. It is currently at 5% instead, so we've lost up to 2/3 of that damage bonus, not including any of the artifact mods that could increase it further like "rapid solar precision hits activate Radiant". * And the weapon stat. I don't remember if it was said to scale like ability stats in that having ≤30 would give less than pre-EOF values, but ≥70 was supposed to be comparable to 100 back then. But Weapon didn't exist back then, and I don't remember if they ever adjusted any weapons to account for the PvE aspects of the state. But if it does actually scale like that, then it's worth noting probably most players are focusing 1-2 of their ability stats to be 100-200, and chances are Weapon is one of their dump stats. And Weapon 1-100 is only against red bars while the rest is against majors and stronger. So when we put all that together, on top of doing 5-10% less than before with the artifact itself and not the mods on it (current bonus is only +5%), we're missing up to 15% or more from the stat depending on if it has the aforementioned scaling compared to pre-EOF values, we're constantly fighting enemies that primaries are much less effective against while we're fighting them at much lowers levels depending on the activities. The best explanation I can come up with, resulting in (depending on your weapon stat) us losing 20% or more, not accounting for enemy rank/ level.
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  • Bungie is the developer and it’s their code. Working as intended .

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  • Your points do make sense, but legendary primaries have been lacking for quite a while. There are a few that standout (archetypes and specific perk combos), but overall they have needed help for a while. Its a reason why I often tell my friends that if they are using a primary, and it is not exotic in high power delta content, they need to build around ability spam and only use that weapon as utility and not count on it for damage. You are basically using a legendary primary to apply a "verb" that works with the rest of your build... Thats basically what we have come down to, primary weapons as utility and not as damage for red bars. Something does need to be done about primaries, but especially legendary primaries, because its not healthy for the game in its current state. I honestly dont really care about any legendary primaries for PvE at the moment... except for niche builds for RaD content without power deltas.

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    6 답변
    • They just need to buff the primary damage a tiny bit

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    • Unlimited ammo makes it hard to balance. Since you can always use them, bungies makes their damage output low. If they make them hit too hard, then specials go out the door. Its a tricky one for them to fix.

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      11 답변
      • My thought is they wanted to make sure everyone used the new coin toss abilities. A mistake but that is the choice I think they made

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      • Tone down abilities, and balance the gameplay loop again, this is why we had the issue this season with the weak primaries against champs in vanguard alerts.

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