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publicado originalmente em: Ace of Spades is useless now.
10/12/2019 11:14:30 PM
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Ace of Spades didn't have its range nerfed more than other hand cannons. The range stat still has the same level of impact, but it just works differently. Ace will still lose damage at the same range, but it will just lose more. This is how all hand cannons are.
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  • Editado por Badpotato: 10/13/2019 12:20:45 AM
    The range stat still has the same level of impact, yet we have weapon wide limit - pick one. The problem is that within realm of new compacted range for weapon class the range stat simply is not doing much. I think the nerf went too far and hcs should get +2-3m of range as a class and to keep them in chcek limit the effects of range perks on them, so if rangefinder gives+ 2 as a standard it should give +0,5 on hand cannons (this is just an example, no idea how exactly does rangefinder works).

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  • What do you mean the range stat isn't doing much? I just explained why it's still doing a lot. For example: Say Ace of Spades started damage dropoff at 35 meters. It may drop off more suddenly since Shadowkeep, but it still starts at 35. Another hand cannon might have started at 25 meters. Even though they both have sudden dropoff, they still are very different. (Disclaimer: These are not necessarily accurate numbers. It's purely used as an example.) Even if the range stat is less impactful, it's probably for the better. Range has been the dominant stat on hand cannons for so long now. It would be nice to have other stats matter. And even if hand cannons as a whole are worse now, that's again probably best. They were already extremely dominant before Shadowkeep.

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  • Editado por Badpotato: 10/13/2019 1:40:41 AM
    That's right- those are not accurate numbers, what the real numbers show us is that within compacted range the only thing pushing the range further are random range perks on hcs like opening shot, rangefinder. In fact rangefinder is the only way to reach 30m falloff range on your hc, and all those random rolls are outranging Ace(which is sitting at 28m) usually with their actuall range stat being lower than Aces. You may think it's fine and I agree that hc nerf was warranted, having said that I still think it went too far and the situation where legendaries are now better options for dueling than Ace irks me a bit.

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  • Lol, did I read that wrong? Did you really just say the range stat doesn't do anything? It sounds like you're new to Destiny.

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  • Yes, yes you did.

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  • You said: [quote]within compacted range the only thing pushing the range further are random range perks on his like opening shot, rangefinder.[/quote] I don't see how I read that wrong. It sounds very much like you're saying the range stat doesn't matter.

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  • Ace pre nerf 3 tap range - 34-36 m max. Ace post nerf 3 tap range - up to 29 m. The Last Word 3 tap range stayed at 22m in both instances. Range on both guns never changed. DO YOU THINK THE RANGE STAT MATTERS MORE NOW?

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  • If that's the case, it's more by chance than by design. It would mean that Ace does just enough damage to 3 tap normally, that that damage reduction changes it. It's not really worse with Ace.

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  • No amount of resilience on enemy guardians will make them take around 50 dmg pers shot at the range i used to 3 tap pre nerf xD

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  • So you're suggesting that the nerf is more severe on Ace for no specific reason? I see no reason why that would be the case. Surely you don't actually think they did it that way.

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  • Editado por Badpotato: 10/13/2019 4:44:01 AM
    [quote]So, my stance is- the nerf to hand cannons without touching tlw and recluse is bad for the game, its especially bad for ace users, as exotics have no way to circumvent the range changes. That's it.[/quote] already said this in this thread, idk...are you pretending to be dense just to wear me off, or something? To make this clear: 1.Bungie overnerfed the hand cannons - ALL OF THEM, but due to nature of the nerf the long range hcs got hit the most, while the lower range ones barely seen any changes. (Hint: Ace belongs with the long range ones). 2. Ace and Sturm got it worst, since they're both long range HCs- means they lost about 6m, plus they're static rolls - in case of legendaries you can just roll with rangefinder/opening shot perks to reduce the effects of the nerf. 3. I belive the range cap should be moved by 3-4 meters- this way the range stat will matter more for the weapon group. Its even more important for 110s than for the Ace. 4. Instead Bungie should reduce the effect of range extending perks on handcannons to rein in the cases where they preform at absurd ranges.

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  • I think you're overestimating people's ability to hit perfect shots all the time. The Last Word may not be affected with precision shots, but it won't always work like that. With any weapon, but especially The Last Word, there will be body shots and even missed shots. Also, what about external damage? The opponent could already be hurt by another player, or an ability. There are thousands of possible scenarios that could happen. Players always seem to put too much emphasis on time to kill. In reality, it really doesn't matter that much. Sure, a weapon with a 0.7 TTK will have an advantage over something with a 0.9 TTK, but that advantage isn't as severe as you might think. It assumes that there are no other factors present. While Ace's time to kill may have been affected more, its lethality remains mostly the same relative to other hand cannons.

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