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Destiny 2

Discuss all things Destiny 2.
Edited by NotAPyro: 3/26/2019 2:11:34 AM
6

Let’s discuss comp...

So for myself, and from what I’ve heard from others, it’s relatively easy to get to fabled. Which is awesome, the more people who can get there hands on things like the recluse the better. (though it didn’t have as satisfying a feeling of getting it as Luna’s) Regardless, the weapons I had seen at earlier levels were so nicely varied that the occasional piece of garbage with a Luna’s and a dust rock was actually bearable, but the minute you hit fabled anything that slowly changes. You see one thing majorally, Spectral blade hunters with Luna’s and Dust Rock, btw the heavy is irrelevant because when you come up against a group of these you won’t have to worry because it’s irrelevant. Rant aside this needs to be changed, as enjoyable as the comp grind isn’t supposed to be this is just anal -blam!-, so please bungo halp. My current ideas are that spectral blades duration 100% needs to be taken down a peg (not sure how much to avoid nova warping the super) and the reach needs to not be a mile in front and all around the user. (Obvious over-analysis) As for the armaments I feel that dust rock has held its title for way to long as the best pairing with Luna’s, if we are to keep Luna’s in crucible (which is more likely than not) why not give it a better pairing than a current record-holder for most like felwinters But obviously these are my current thoughts and if you have anything to add or debate, let’s I’d like to hear other opinions and such about the lack of variety in the crucible (don’t get me started on quick play nf users)

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  • I am a low level solo player. I am always curious because in my games Handcannons and shotguns are not very relevant. I see them but it's not really an issue. I get killed by heavy more or a team that times supers out. I did get into a game with a buddy and I tried to follow him. I run high mobility/recovery but I use my character for distance. After following him I remembered why. He had a shotgun and HC but could move and kill. I was stuck getting -blam!- haha. I loved Handcannons in D1 but stay away in D2. Biggest thing I can contribute is the mechanics of the Handcannons. It is good up close and at a range. Where other weapons have a sweet spot and have a downside outside of it. I don't believe in nerfs but a weapon like Duke requires much more aim than some of the faster ones. It is also much heavier and slower so there is still a counter option. If it has range and speed with aim assist it can become frustrating. Especially because people know this. They build high mobility and come in to kill quick. It limits your counters. Without nerfing or changing anything to Handcannons or shotguns you need different maps. Lanes that would allow ranged weapons to counter. Or to add a higher flinch/stutter to things with high rate of fire but low impact. Or maybe a gear set that reduces certain types of weapons damage. Trace Rifle having a blinding effect might make people use it more. It would make the person less effective at advancing while shooting crit shots and promote a longer exchange. Just thoughts. I'm a complete noob and I don't know much. I personally camp a lot and crouch off radar. When people run by chasing someone I spray them from behind hahaha. But those people would beat me with my own weapons so take my opinions for what they are worth. Good luck buddy.

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