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originally posted in: Static Gun Rolls Killed Playability
9/26/2017 7:36:51 PM
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Forgive me for being jaded, but this is the same company that failed to separate PVE from PVP to begin with in D2, even though that was one of the Top 3, if not Top 2 problems highlighted by D1. I'm not too hopeful that they will. They've been to successful at what they've done thus far to make significant changes.
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  • On the plus side, after the beta they did up the grenade damage in PvE only so they did make one step toward separating PvP and PvE. A small one, but a step nonetheless.

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  • Yeah but I won't celebrate small moral victories anymore. We've seen from HoW that they've been able to separate PVE from PVP in terms of damage, but most of the time that isn't enough. Much of the ways they tweak/balance/nerf weapons is to make them less consistent. And in doing so, they make the weapons inconsistent in both modes, which often means that you don't experience the full potential of the damage buff. I think shotguns are a classic example of why more than damage needs to be modified. Shotguns in PVE need range to be viable, but shotguns with range are OP because they essentially become easy OHK machines. So to separate them while keeping them balanced in PVP and viable in PVP would simply be to allow them to have different range modifiers in PVP. If they try to separate them by offering a damage buff to replace the lost range, you'll never actually experience the full damage potential of that shotgun in PVE. Damage dropoff will ensure that you never experience 100% of its full damage potential - and trying to get within range of most enemies you would WANT that extra burst of damage for would be suicide. Classic example of why full separation is needed, or why PVP needs to accept some measure of imbalance - and faster PVP gameplay overall.

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