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4/1/2015 7:45:43 PM
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My thoughts on primary balance... High impact autos need a substantial damage buff and an additional range nerf. They are inherently stable and should be only usable from short range (not shotgun short but primary short). Low impact need a smaller buff to damage but should be tough to control. Both should be difficult to control but should smoke pulse rifles in short range especially if you are really good at controlling recoil. Pulse are very stable. They should be the midrange killer and are well balanced now but may need a 10 to 15% range nerf also. Scouts are in a good place now in PVE but I think the maps hurt them in PVP ( I would prefer if they slowed the mida's to 180 RPM and increased the impact personally). Hand cannons. They should hit the hardest per bullet which they do. Hawkmoon is pretty well balanced now as the recoil causes me at least to slow down to hit back to back head shots. I do not mind dying to this as the wielder needs to have some skill to be above average. Thorn I do not own but they can't be that difficult to use as everyone seems to improve their K/D ratio from day 1 with this gun. Probably needs some sort of stability and/or range nerf. Both should have a good fight with an auto at short range (which is clearly not the case). Hand cannon should have a good fight with a pulse rifle at mid range when the hand cannon user strafes and lines up his shots. Hand Cannon should not have a chance against a scout at long range. With the exception of auto's needing a damage buff, I think balance should be accomplished through range & stability nerfs / buffs. This would do a better job of forcing players to use the correct tool for the job. Disclosure I use vendor Gheleon's or Mida's for PvE and Three Little Words (prefer over Red Death) for PVP. I have used Hawkmoon in PvP and done fine but I don't enjoy the sights on hand cannons. Mida is #1 fun for me to play with.
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  • I agree with most of your post, you've definitely put a lot of thought into it and really like your I out. I actually think the autos range is about where it needs to be now, it's definitely more noticeable dmg cap off than where it was. Besides, with most autos it's hard to control that high of a rate of fire at a long distance anyway. With SUROS though, I think they got the range perfect now with that too (dmg needs a substantial buff though). It's a weapon that is really a hybrid between an auto and scout and it's ability to have almost the best of both worlds is really why it's an "exotic". The range nerf for it in 1.1.1 was necessary, and I'll have to agree that it definitely needs a huge dmg buff now. But I think a further range nerf would be a little overboard. Thanks for chiming in!

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