Bungie….
For the love of God! Shotguns are the most overpowered weapon archetype in this whole game. Coupled with the TTK it’s almost nearly impossible to counter.
This weird “slide, shotgun, follow up with a melee” meta is probably the most ridiculous mechanic out of this game. It’s not that shotguns in general need a nerf, but the effective range needs to be lowered substantially. Shotties are WAY too inconsistent [b]ESPECIALLY The Chaperone[/b]
Hear me, destiny community. Im not saying nerf it, I’m simply saying the range needs to be adjusted. If you are someone who doesn’t have God rolled weapons or EVEN if you do The TTK in the game alone coupled with shotgun apes really makes for an undeniably frustrating experience.
I think a couple of ideas that [b][i] May [/i][/b] help is:
1. Lower the mobility of shotgun users slightly. What this looks like:
* Sliding on a cool down
* Sliding travel length reduced 10%
* slightly Widen pellet spread and add a
‘bloom’ effect on hip fired slug shotguns
* don’t nerf shotgun range at all with these
changes.
2. Drastically reduce the effective range of [b][u]ALL[/u][/b] shotguns so that they are all considered actual close combat.
* All shotguns get an intrinsic perk of mobility
increase (7sec)
* No slide cooldown
* No change to pellet spread or addition of
‘bloom’
* [u][b]CHANGES SHOULD BE MADE IN
INCRIMENTS TO ABOID UNBALANCING
SHOTGUNS.[/u][/b]
3. Lower TTK and slightly balance all weapon archetypes to allow for actual competition (not just for shotguns, this includes hand cannons, 600 rifles, etc.) There’s several times where I get out shot with a shotgun while using an SMG, mind you in what’s supposed to be “effective” SMG range.
Just a thought?… But I think something needs to be done with shotguns, more and more I’m seeing people use them, mainly the chaperone and then get “easy” kills because shotguns just can be effectively countered with any other weapon outside of a better rolled shotty.
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Edytowany przez użytkownika BraddyBo: 10/28/2021 8:52:53 PMRegular shotguns are in a perfect place along with snipers. Slug shotguns are fine aside from chaperone which needs a moderate-strong aa nerf. Precision fusions are too strong, they need a range nerf (~7m). Special linears need a strong aa nerf.
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They're much too easy to use for an instantaneous kill from just one shot. I suggest you feel that more if you routinely use other close range weapons which, even with Godroll Xur handouts, are eclipsed by them. If you stick to meta Handcannon with Shotgun, you're more prone to be blindsided to their game dominance. Sidearms require multiple hits - why bother when just one instant shot is needed by Shotgun in much of its range? Fusion's require prefiring and estimating future position - why bother with the risk when there's an instantaneous one pop kill? I don't think Fusions need improvements - kinetic options, yes - but Sidearms could use more range that the now sunset Drang Baroque had. The only difference to shotguns I'd make to redress the imbalance is for a kill to be a hit plus *charged* melee (120 DMG) or two shots to kill. They're ever popular and regularly load up the top ten slots. Slug with it's range, especially Chaperone, makes them game damaging. It'll get hit but it'll be little and all too late.
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The problem with shotguns is not a problem with the weapon, in fact several past nerfs should be totally reverted. The problem is with primary weapons, especially non hand cannons. They have damage falloff but they fail to comprehend that the mechanics they are trying to duplicate go in both directions. Impact at the far end does fall off, but initial muzzle energy is the highest energy a projectile will have, that initial energy falls off rapidly and kinda plateaus for a period before "fall off" begins. What they need is to implement point blank damage on primaries that cause them to do increased damage if the target is /closer/ than the intended range, making shotgun aping less about learning the distances you can close with a shotgun and more about learning how to avoid being struck by bullets all The fact that they let people rush in on an smg with a shotgun shows me they don't understand that there is a reason why shotguns are legal and automatic submachine guns are not (for most people... there are caveats of course) What they need to do is just implement a point blank damage ramp up so that if you try to rush someone you'll get melted. Sure that will just push people more onto corner camping and snipers but at least snipers take skill and really corner camping is what these weapons were intended for.
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🙄…that’s all I got.
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5 OdpowiedziAt D1 the shotgun problem was fixed..cough.. [spoiler]Wormwood[/spoiler], but Bungie didn't handled the heat of apes crying over and over and they reversed.
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normal shotguns are totally balanced , slugs on other hands need a MASSIVE AA/BM nerf
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Shotguns are in a perfect spot now. As long as it’s not a slug, almost all of my deaths to shotguns are because of my mistake and could have been avoided.
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Edytowany przez użytkownika Lumis: 10/26/2021 10:52:35 PMBungie can nerf or buff shotguns all they want. It won't make much of a difference. As long as the maps are small, shotguns will always be used by most players.
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4 OdpowiedziShotguns are fine. They’ve already been tuned down. Learn to adapt and overcome.
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1 OdpowiedźBecause they haven’t been nerfed. A lot of people can’t even use chaperone because it actually requires aim
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The games pvp is structured for preference in long range and short range encounters, the game does not have a mid range game. Furthermore short range weapons are dominant at midrange. The maps in the game also accentuate these imbalances and are geared toward fast paced frenetic encounters that usually end in a single shot. Yes, by this games logic shotguns do more damage than grenades. The game is an arena shooter and by design it is not balanced, it is the flavor they want their pvp to take. Auto rifles and other mid range weapons will never dominate the arena match style that Bungie has in their pvp gameplay.
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37 OdpowiedziBungie has the weakest shotguns of any FPS game. The reason why they feel oppressive to play against in PVP is because the primary weapons are UNDERPOWERED. They kill ridicuolously slowly, given how fast Guardians can move. So they have no ability to enforce any sort of range penalty. IOW, if I get caught out of shotgun range with a shotgun in my hands? No problem. If I'm close enough, I just run at you and close the gap before you can kill me. If I'm not close enough, I just run for cover....and chase after me at your own risk.....
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16 OdpowiedziThing is with shotguns at the moment is they punish bad placement a majority of the time. As your character’s placement is a second thought most of the time this makes shotguns the easiest thing to punish with. If shotguns get nerfed anymore they would be near useless and just a bad weapon to use.
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5 Odpowiedzi“Hi Bungie, please nerf the most often nerfed weapon type in D2 again when it’s finally balanced because I don’t know how to walk backwards at all or have situational awareness. Thanks”
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10 OdpowiedziBeen nerfed like 5 times. Several times now Main Ingredient has had more kills than any shotgun in Trials. Shotguns are now incredibly inconsistent. That whole "slide, shotgun, melee" part of your post is literally destroyed by a sidearm or fusion. I'm tired of seeing posts like this. Just wait. Chaperone will get nerfed and then the icarus slugs will catch on. Gonna nerf that next.
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1 Odpowiedź[quote]Bungie…. For the love of God! Shotguns are the most overpowered weapon archetype in this whole game. Coupled with the TTK it’s almost nearly impossible to counter. This weird “slide, shotgun, follow up with a melee” meta is probably the most ridiculous mechanic out of this game. It’s not that shotguns in general need a nerf, but the effective range needs to be lowered substantially. Shotties are WAY too inconsistent [b]ESPECIALLY The Chaperone[/b] Hear me, destiny community. Im not saying nerf it, I’m simply saying the range needs to be adjusted. If you are someone who doesn’t have God rolled weapons or EVEN if you do The TTK in the game alone coupled with shotgun apes really makes for an undeniably frustrating experience. I think a couple of ideas that [b][i] May [/i][/b] help is: 1. Lower the mobility of shotgun users slightly. What this looks like: * Sliding on a cool down * Sliding travel length reduced 10% * slightly Widen pellet spread and add a ‘bloom’ effect on hip fired slug shotguns * don’t nerf shotgun range at all with these changes. 2. Drastically reduce the effective range of [b][u]ALL[/u][/b] shotguns so that they are all considered actual close combat. * All shotguns get an intrinsic perk of mobility increase (7sec) * No slide cooldown * No change to pellet spread or addition of ‘bloom’ * [u][b]CHANGES SHOULD BE MADE IN INCRIMENTS TO ABOID UNBALANCING SHOTGUNS.[/u][/b] 3. Lower TTK and slightly balance all weapon archetypes to allow for actual competition (not just for shotguns, this includes hand cannons, 600 rifles, etc.) There’s several times where I get out shot with a shotgun while using an SMG, mind you in what’s supposed to be “effective” SMG range. Just a thought?… But I think something needs to be done with shotguns, more and more I’m seeing people use them, mainly the chaperone and then get “easy” kills because shotguns just can be effectively countered with any other weapon outside of a better rolled shotty.[/quote] Dude, shotguns have been kicked in the crotch over and over because people lacked the ability to backpedal. With the exception of Chaperone and slugs in general, Shotguns kill at 5 METERS and 6 with Opening Shot. That’s abysmal. And that’s not included the slide nerf which Shotguns even more usuable and ONE barrel out of ten mandatory for PvP. In case you haven’t noticed, we’re in a slug meta with Chaperone and Duality leading the charge. If you’re asking for a nerf to range again, at that point you might as well just melee. Why do you think people complain about Chaperone, Duality and Fusions? Because they kill too far. Fusions are understandable for their range but pellet shotguns were the only guns that kept Slugs in check. Now since they’re unusable, Chaperone looks broken when it was always the same. If anything they need a revert to their range and pellet spread or nerf Slugs in general.
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11 OdpowiedziShotties aren’t broken or even very good at the moment. Besides chaperone, they’re mediocre at best No nerf or tweak needed
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2 OdpowiedziShotties are one of if not the easiest close range weapon to counter! Only time it became a problem is if you're sniping and multiple shotties bum rush.. other then that they really arnt a problem.. you wanna know what is however... since the shotty nerfs fusions are hugely problematic... with prefiring short charge times and stupid ranges for ohk that are not precision... they are an issue!
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7 OdpowiedziEdytowany przez użytkownika livin like larry: 10/26/2021 5:32:38 PMShotguns are not hard to counter or play against, nor are they overpowered
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3 OdpowiedziThey just nerfed them. Only one that is remotely close to busted is chaperone.