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Destiny 2

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Editado por DuBChiri2: 2/25/2020 5:15:32 PM
20

If certain weapons are too powerful in pve, would tuning the ammo economy be a potential solution (referring to reserves, not drop rate)?

Like with the sniper rifle changes. They think they offer too much power at extended distances and so they are reducing that power. Well, what if instead of reducing the power, we just reduce the ammo they can hold? I know it's a similar idea, but the problem I have with nerfing damage over ammo, is that a damage reduction affects burst damage, which is the most important aspect to destiny because of things like invulnerability phases, moving targets, etc. The reason people don't use autos over handcannons is because of the very reason you highlighted in the TWAB "because the game favors semi auto weapons," which in essence means burst damage over sustained damage. Nobody cares that the damage an auto can deal leads to more total when a handcannon can deal similar damage but more instantly. See what I'm getting at? If they adjusted sniper rifle ammo by 20-25% instead of the damage, we could keep the burst potential but their ability to be constantly used would decrease, giving more room to weapons like fusion rifles or shotguns as they would deal higher sustained damage, just lower burst damage and could be used more freely. Its identical to how you are handling aggressive frame grenade launchers just in reverse. You are decreasing damage (which affects the burst potential) but increasing the reserve ammo (hopefully to the point where it matches it's current output over a longer period of time). That wouldn't be bad and it would be understandable. I hope my post makes sense and if it does please consider this an option bungie.

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  • Editado por Lord Magris: 2/25/2020 10:40:01 PM
    I think I can see your point. There were some snipers in Destiny 1 that held reserves as low as 13-15 or something like that. Some of them could roll perks that granted extra ammo to your mag or reserves and that was one way to work around Destiny 1's ammo economy, though it was situational. Performance Bonus granted some reserve ammo on kills. Clown Cartridge in D1 overfilled your mag with extra ammo but you still had to be able to reload to trigger it. Rescue Mag required you to have the weapon out and take critical damage to refill your current mag. Surplus doubled the amount of ammo you got from bricks in PvE (and unintentionally affected all ammo brick types despite the weapon it was on and it could stack, probably being the most broken ammo perk). They were simple perks with good benefits, but still situational. In Destiny 2, the only two perks on legendary weapons I can think of that can grant extra ammo are Genesis and Lead From Gold. Genesis grants extra mag ammo when you match elemental weapons to shields. Lead From Gold grants ammo to the reserves of the weapon it's on as you pick up heavy ammo bricks, which is probably the closest thing to Destiny 1 ammo perks on weapons, but hardly any weapons can roll with this perk. Besides that, in Destiny 2 if you want more sniper ammo, all you literally have to do is take Void affinity armor and put sniper ammo perks on it at the press of a couple buttons, which is a luxury compared to Destiny 1 as far as the armor perks go. Even without the armor perks, I will say that snipers tend to hold a lot of ammo in this game. Reserve perks might be a bit overkill for this kind of weapon unless you're really unlucky. So yeah, I see your point. Still, no one is 100% certain what it's going to be like until the changes launch. If it makes one activity too hard just to give other activities some more game-healthy challenge, I don't see why that activity can't be adjusted. Like with the Sanctified Mind. If the sniper nerf is too much to use against it, then they could just nerf the boss's health down or something. EDIT: I forgot to mention Triple Tap and Fourth Time's the Charm in Destiny 2, though they're basically the same thing as Destiny 1's Triple Tap and mainly used for boss DPS all the same.

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