I am yet again throwing shit at the wall to see what'll stick. IDK lol, I need to make one of these to see if it gets ANY traction.
[b]Problem: Special Economy is too generous in general[/b]
So it's been a pretty long issue that the ammo economy for Specials is... Too generous. Some want the terrible systems of Year 3 D1 and Year 1 D2 put back in, but that just creates new issues. The general issue is spamminess and the ability to self-sustain. So here's my suggestions:
- Special is only dropped on Primary Ammo kills (outside of Fighting Lion), anything else does not grant ammo
- Ammo on Death is persistent below 2 shots in your Special (IE having 0 or 1 carries over)
[b]Problem: Tube Launchers are frustrating, but not necessarily overpowered[/b]
So Tube Launchers aren't necessarily overpowered, but they're very oppressive and frankly annoying to play against (and to a lesser extent with), especially with Proximity Grenades and the Crowd Control options. Launchers should be indirect harassment with a powerful ACTUAL skillshot option. Here's my take on fixing this:
- Remove the bounce from grenades fired as the default, all non-exotic Tube launchers should function slightly more like their heavy counterparts
- Replace Proximity Grenades with bouncy grenades for that "deep into cover" harassment. Bouncy grenades have a downside of significantly reduced Blast Radius, as to not be dealing more than about 100 damage when aimed pretty well, saving those high damage and OHKs for extremely good placements.
- Slightly reduce Blinding and Concussive effects against Guardians.
- Increase direct hit damage
- Remove "bullet bending" as Bungie calls it from 40mm nades shot from tubes.
- Increase indirect hit damage for PvE, I don't think these changes hit PvE too hard, but there probably should be some slight buffs to compensate for the soft rework. IDK.
[b]Problem: Snipers are in a bit of a tough spot to evaluate[/b]
The biggest thing with snipers is that they still feel inconsistent to fight. Part of this is that holy hell we need better netcode (see 60 Hz Dedicated Servers), but it's also that Flinch feels all over the place random at times on both ends of the spectrum. Bodyshot to cleanup is also a smidge too powerful on the slower shooters, while 140s are... Kinda useless for the most part. Here's my list of fixes:
- Flinch on snipers now moves you the same amount on-screen in a random direction based on whatever flinch a weapon does (primarily damage, High-Cal also helps).
- Slightly increase the speed of flinch recovery to allow snipers with good timing to beam those with primaries that leave windows between damage output.
- Have Scout Rifles deal extra flinch specifically to solidify their role as counter-sniper picks
- Reduce bodyshot damage on Adaptive Frames to 100, and on High Impact Frames to 120
- Give Rapid Fire Snipers a blanket reduced recoil
- Buff PvE damage slightly (as a note, Flinch changes should be Guardians only, PvE enemies shouldn't flinch as hard).
[b]Problem: Shotguns are... In a place[/b]
Shotguns are... Weird to define, since they technically aren't that good, yet they're still extremely overrepresented. I honestly don't think the issue is shotguns themselves, so I think leaving them largely untouched is fine, but I think some changes wouldn't hurt:
- Remove randomized shotgun spread entirely. The only randomness should be slight variation where the spread goes when not using Hip-Fire-Grip or Freehand.
- Slightly sharpen damage falloff on Aggressives and Lightweights to compensate, pushing out the range stat sharpens the falloff after your initial falloff point.
- Increase range of Rapid-Fires, consistent 2-taps should happen out to about 8 meters or so.
- Re-Frame Precision Buckshot to Adaptive, increase base fire rate to 70 RPM, 75 with Assault Mag
- Remove fire rate bonus on kill from Aggressive Frames
- Increase PvE damage across the board on pellet shotguns.
[b]Problem: Hand Cannons are still too easy and too bloated[/b]
Yes, I'm still complaining about them, because they're objectively and statistically oppressive as shit. Don't believe me? Trials Report as of me writing this shows Hand Cannons having more kills than all other primaries combined... On Convergence, a map that generally should see more Pulse and Scout use. On top of that, 180s kinda suck, so I think they should get buffed up a bit. So here's how I'd fix this debacle:
- Reduce Aim Assist Cones to be more in line with other primaries
- Allow 140s to 2-crit 1-body most Resilience values to compensate
- Increase 180 RPM Hand Cannons to 200 RPM
- Reduce 140 and 200 RPM range... Well, ranges to be more in-line with where current ARs are (floor at about 22 meters, ceiling at about 33, for Reference, a maxed out Palindrome with Rangefinder currently hits 36 meters, where no Rangefinder hovers around 35).
- Increase default zoom levels on 120s to 16, remove Rangefinder, and bump the Guardian crit multiplier to 1.7x (85 per crit base), this justifies their role as less versitale medium-long range harassers that gain upside with chip damage or damage boosts
- Remove ADS radar from Ace of Spades
[b]Problem: ARs have little to no place:[/b]
ARs need a few blanket, as well as archetype specific buffs. Whichever dev was on Firing Range was right when he said ARs aren't quite up to snuff right now, so here's my suggestions:
- Increase range values to approximately HCs currently. Where most ARs land in the low to mid-30s in terms of how many meters they reach. Hard cap the range at 40 meters to prevent a certain False Promises or Forward Path from getting too crazy.
- Improve 600 RPM crit to bodyshot ratio to kill to 5-3 (if possible), keeping the 0.8 second 8 shot kill, but allowing more wiggle room to get it.
- Improve the 450 RPM crit to body ratio for it's 0.8 second TTK to 5-2, or 6-1 on higher Resilience (currently 6-1 or 7-0), where it's more costly to miss for extended reach and more oomph when you need less bullets to kill over 600s.
- Increase the bodyshot ratio on 360s to 4-2.
- Add extra zoom to Suros using Focused Fire/Dual Speed Receiver, giving it a range increase
[b]Problem: Pulses are hit or miss[/b]
Pulses are largely fine where they're at save Lightweights and Lance, they just don't feel like they have enough upside over current HCs or my proposed ARs, beyond the elephants in the room. I also think Desperado needs a little bit of change, as well. Here's what I've got:
- Increase range to where most pulses land between 35-40 meters (talking roughly between 50-70 in the bar), hard capped at 45 to prevent those that roll Optics or Messenger from getting too cheeky into Scout territory.
- Reduce bodyshot ratio on High Impacts back to 5-1, or 6-0 on Res over like 2 to make them high-risk high-reward type guns, or at the very least solidify them, since they've got a 0.67 second 2-burst out to good range.
- Improve the bodyshot ratio on Lightweights and equivalent to 4-4 or 5-3 head to body, being the lower risk-reward tier.
- Reduce burst delay on Graviton Lance to allow for 0.9 second TTKs, also allow for 1 of each bullet in the burst to be a bodyshot to still hit optimal TTK.
- Reduce bodyshot ratios on Vigilance Wing to 7-3 head to body for the 0.77 to compensate for the range buff.
- Reduce Desperado duration to 4 seconds
[b]Problem: Mobility exotics/abilities are too cheap for how much they give[/b]
Pretty much title here. Most abilities aren't in dire need of anything, but one of the biggest reasons aping is still so popular is simply that things like T-Steps or St0mps don't have any cost to them. Here's some stuff I'd do:
- Have Icarus Dash cost shields based on momentum gain (does not reduce actual health). That full "instant to mid" thing would strip shields, while getting out of a Diskfield doesn't deal any chip damage. Thematically akin to the old myth of "flying too close to the Sun." As a note, being under the effects of Heat Rises or your super removes this cost
- Give St0mps a soft-suppression effect upon use of jumps. Abilities can't be used until your feet touch the ground
- Reduce Dunemarcher chain lightning range and remove/fix chaining through walls. Guardians can't be hit by it multiple times in 5 seconds. Restrict the sprint buff to after you're charged
- Restrict the Transversive Steps sprint speed/slide distance bonus to after the auto-reload, and it has free re-activation for a few seconds after ending an enhanced sprint.
- (Not technically a Mobility Exotic, but still something I want to do); remove the extra lunge on Ophidians, putting it on Winter's Guile
- The three main variants of Shoulder Charge should require being in a state of sprinting to activate, so you can't activate it out of a slide or after shooting. In return, bump the range a meter or two.
- Slightly increase end-lag on Bakris, in return, dodge should start generating 5 seconds into the Light Shift buff being active
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Shameful self bump