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2/6/2020 9:12:22 PM
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Nerfing high impact fusions: what should be done and what should not be done.

I'm going to list what I think should and should not be done to high impact fusions if bungie plans to tune them, I'll give my reasoning afterwards. What to do (I am NOT saying to do all of these together, they are all separate ideas): 1. Decrease the damage from 48 per bolt to 43 (from 49 to 44 with liquid coils). 2. Increase the damage fall off curve drastically beyond 30 meters, dont adjust damage fall off within that distance. 3. Adjust back up plan to reduce the damage per bolt to the respective charge rate damage numbers (I think it's like a 400 charge time but I dont know what numbers to give it). 4. Remove back up plan altogether. What NOT to do (same rules apply): 1. Reduce the number of times you can fire with back up plan activated. 2. Return to a projectile based system. 3. Reduce stability. 4. Increase overall damage fall off. 5. Remove variable scopes. Reasoning as for what they should do (remember dont do all of these together, that's not what I'm asking for): 1. By decreasing the damage, we increase the number of bolts needed to kill with maximum damage and the overall damage floor will drop below 37 damage w/liquid coils which will make it much harder to snipe. 2. By decreasing the damage fall off curve at a set distance, it will keep them effective within a certain distance but will drastically reduce their long range capabilities (they did this to handcannons). 3. Reducing the damage per bolt to match the respective charge time will limit your kill range and require more precision considering you can fire off 2 charges faster than you could 1 without it. 4. If we simply get rid of back up plan on high impacts we give them back their necessary down side which is charge time. Charge time should never be changed this drastically (it's ok for the other archetypes of fusion like adaptive and rapid fire). Reasoning as for what they SHOULDN'T do (same rules): 1. Reducing the number of times you can fire with back up plan active would hurt the perks pve usage which is where I'm more concerned with this if it got nerfed. 2. The projectile system for fusions was flawed. It may have been more balanced but it was a limiting factor in crucible as the travel time and a mixture of latency could affect the overall detection of the weapons bolts (theres more to it, just keeping it short). 3. Reducing the stability on any weapon is a bad idea and would be a problem on console. 4. Fusions without scopes can already struggle with 20-30 meter range kills due to how much faster damage fall off applies to them because of the lack of zoom so it would force erentil even more. 5. The variable scopes are part of the problem with what's letting erentil map but it's just a piece that can be worked around, plus I dont know what repercussions this would have for fusions as a whole or if it's even possible for bungie to remove them. My idea on what should be done together: Increase the damage fall off at extended ranges and get rid of back up plan on high impacts. As I've stated above, fusions should not be capable of killing beyond 30 meters (as easily) because it is not only unnecessary but rather unbalanced (I highly doubt people are using erentil in pve for 80 meter mapping so if that's your concern...please feel free to enlighten me). And the getting rid of back up plan on them speaks for itself, it gives them back the weakness they are supposed to have and it would leave the perk itself alone for the other archetypes to use. I am not for or against nerfing erentil as I dont die to it nearly as much as I do shotguns or sniper rifles, but theres no reason to ignore tuning a weapon that holds such high potential for creating problems. I dont necessarily think the weapons ability to kill you at extended ranges is the problem but rather the ranges at which it kills you at that it shouldnt. It killing people at 80 meters (which is incredibly unlikely to begin with) isn't necessary and much like with handcannons it allows them to potentially out gun longer range tools when they shouldn't be capable of doing so and that capability is what is broken. I don't care that erentil kills me at 30 meters as I believe it's a little more difficult than people give it credit for (without firmly planted) but it having the ability to kill me beyond that just seems unnecessary. Those are my thoughts, thank you for reading this if you did and please keep in mind these are options and not something I believe has to be done.

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  • Only thought I have is just outright remove firmly planted, as that is the real thing making them hit ranged shots. For BUP make it fall off immediately. Meaning it stays active for multiple shots, so kill that ability all together. I don’t see any issue with them, but it’s inevitable now, so I can only say what I can to mitigate the issue at this point. I just at this point do not want to see all fusions destroyed in typical Bungie fashion.

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