These are changes I think primary weapons need in pvp.
Hand cannons: Increase the minimum range floor a little bit so low-range hand cannons feel better, decrease the flinch they deal, and decrease their aim assist (by a very small amount). Perhaps dial back the recoil on 180s, and buff their range and aim-assist a bit.
Pulse rifles: Slightly buff the damage and aim assist on underperforming archetypes such as lightweight and adaptive frame pulse rifles. Perhaps buff their range a bit as well.
Auto rifles: Buff damage on precision frames, slightly buff the aim assist on high-impact frames, and perhaps make range and stability a little more beneficial on archetypes that are lacking (such as rapid-fire frames).
Scout rifles: Buff damage on precision frame scout rifles so they can make a kill in 2 headshots and 2 bodyshots (like in Destiny 1), and give all scout rifles an additional perk option called, "combat scope," which shortens the zoom to be like that of MIDA Multi-Tool. Scout rifles are pretty useless in pvp compared to other weapons unless you're using DMT or MIDA.
Sidearms and smgs: Decrease the amount that damage range fallout scales. What I mean, is to make the scaler less drastic, in a way that allows sidearms and smgs to fight (much less effectively) at medium range, with drastically decreased aim-assist, and a still-present reduction in damage keeping their ttk above 1 or even 1.2 seconds at such range. This would be better than no damage at all, in my opinion. Buff the minimum range damage-floor so that sidearms and smgs with low range stats still feel useful in pvp (making perks like iron reach on Multimach less mandatory, without removing it from the spotlight). Give an inherit scaling buff to damage within extremely short range. An example of this would be a buff to damage of 10% within 1.5 or 2 meters and 20% within 0.5 or 1 meters. This change would be to make close-range primary secondaries more effective against shotguns. I don't believe shotguns are entirely the problem in Destiny 2 pvp. Part of the problem is their lack of counters. This change, I believe, could add balance. After all, sidearms were a special weapon in the first Destiny!
General changes I'd apply to all weapons: Make hip-firing a little more reliable on weapons that are lacking in that department. I'm not saying to buff the aim-assist. Just make shots more likely to end up exactly where they're being aimed. Perhaps make hip-firing now, more like what hip-fire grip used to be (now that actual hip-fire grip is a lot better and influential on aim-assist, keep the two separated). To clarify, I'm not saying to make all weapons hip-fire as effectively as the BXR, as that is intrinsic to that weapon. I just think I speak for all players when I say I want my shots to go where I aim them. I understand that bloom must still stay relevant, though. The dev-team would have a better idea of how to accomplish these changes, were they to implement them.
Lastly, I think some weapons generally need to have their flinch values a little bit re-balanced based on the impact and range brackets they fall into. I know Bungie already aims to accomplish that, but weapons I think need attention include: hand-cannons as a whole, adaptive frame pulses, precision frame scout rifles, precision frame auto rifles, and rapid-fire frame auto-rifles.
EDIT: Also, if unflinching mods were to benefit weapons regardless of whether or not they're aiming down sites, I'd be more inclined to use weapons with Hip-Fire Grip.
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1 ReplyI think it should be easier to land shots from the hip with primaries across the board. I'm not trying to say we should be able to land crits from the hip, but landing bodyshots to set up for a melee kill shouldn't be such a chore.
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2 RepliesThis is why you don’t work at bungie. These are some -blam!- takes
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4 RepliesAh another post of "I'm tired of the handcannons". Well I'm tired of dying to stupid spray and pray weapons. Numbers suggest that using things that dont promote movement on the map makes players leave the game at an alarming rate. I.e. hardlight getting nerfed mega fast. Sure fun ideas but they will only every be ideas. The ideas isn't to make every archetype viable in every activity. It's to make an archetype of each weapon class viable in every activity
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10 RepliesEdited by hate n payne: 3/9/2022 6:04:40 PMChange is always good. However you should consider maps and the design flaw of them not being changeable via sandbox changes. Another issue with rifles are the fact that they lack access to scope options as well. I am bumping simply because you are trying to address underwhelming components in the game that get left to the wind.
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Edited by A_mo: 3/8/2022 8:32:30 PMEverything you suggest sounds pretty good. Particularly the combat scope for scout rifles and hip fire firing where you're shooting more often. The sidearm thing sounds really good too. With those high range becomes such a necessity just because you have to start shooting someone with a shotgun from so far away to have a chance to stop an ohk or even a 2hk. So the fact that they would receive a damage buff at shorter ranges would definitely help with that and make some of the shorter range choices more viable while also not making it so you basically have to have a sidearm or smg that elbows into 180 handcannon territory (or further in the case of some smgs). Smgs in particular can be really hard to combat shotguns with unless they are also basically combating most primaries at their intended ranges. That actually sounds like it could turn out pretty good if its done right because with some sidearms there's just really not much use for them outside of getting really close to people using other primaries and there's things that generally do a better job overall in that area. And tbh, I'm not going to name which ones but there's a few that just completely blow even handcannons away at pretty far distances if you get the range and stability right. Oh I forgot, overall non-exotic shotguns are probably in the best spot they've ever been in this game. Like you said there just needs to be more counters to them that don't necessarily reach all the way across the stage.
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3 RepliesAlso can we reduce the recoil on 720 Auto Rifles? Just because something has a high fire rate that doesn't mean it should always have high recoil. It's almost always better to just use Shayuras Wrath over 720's.
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4 RepliesEdited by Kiyomi: 3/8/2022 8:29:00 PMMe and my friends main cannons and I won't see them stop being used unless targeting mods slapped on brought them to what their base AA was, so I guess reduce it and allow only 1 targeting mod to be used?