There's literally no reason to say that hand cannons back in war one were better when really the only handcannons used at that time was the last word, thorn, and hawk moon. Those were better because they were exotic and broken. They're not as good good now, but that doesn't mean that all handcannons now aren't good. All the legendaries have felt the exact same in year one than in taken king and rise of iron. Quit whiling about ghost bullets because clearly you guys just suck at aiming
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Negative, i still use my fatebringer on the dark below mission to chain thrall explosions for bounties and it's broke af at the moment. Aiming dead on from less than medium range and bullets are just missing from the Chamber. This was absolutely never the case back when fatebringer was light relevant. It's painfully obvious when I use my ace of spades, which absolutely relies on precision kills to function properly, gun is whiffing left and right now.
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Nope. You are 100% wrong mate. Bloom was added in its current state in December of last year, some minor nerfs were added to specific exotic hand cannons in April Update of this year. Thorn was buffed a couple months after launch. Range was never a required perk, it was as valid as stability or a utility perk. My favourite hand cannon that wasn't Hawkmoon (because c'mon it's Hawkmoon) was The Chance, a FWC hand cannon from Vanilla. People swore by Fatebringer. Doing the new Thorn Quest mates have tried using Word of Crota and found what used to be considered a mediocre hand cannon that could still hold its own to be more trouble than just using Void secondaries, any secondaries. Shotguns have more effective/reliable range. So no, hand cannons are not the same and have not felt the same. The biggest problem with them is funneling users into specific rolls to be able to compete against other weapon classes, and allowing RNG to play as large a factor as it does in gunfights. Before even talking about outside variables like latency.