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Edited by Sir Obscure: 7/22/2015 10:01:41 PM
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Nerfpocalypse Now (part 16: fusions continued)

Continued from [url=https://www.bungie.net/en/Forum/Post/140858266] part 15: fusion rifles[/url] Changes: * Slow charging, high Impact Fusion Rifles have decreased Range values. Makes it more difficult to max out Range for these weapons – what part of it's really already &@#%ing difficult don't you understand? And let's say you do manage it and have the skill to land the infamous long range fusion one-shot, you're leaving yourself open to being shotgun rushed and your slow charge rate and actually having projectiles leaves you open to being outshot by high RoF weapons, not to mention that trademark Crucible lag. * Projectile Speed for Fusion rifles is slightly reduced. Emphasizes the need to lead a target outside medium range – in theory, this balance change is fine. In practice, this means that a long range shot will be even harder in and of itself, and then you'll have even more chances for your aim to be true, and the shot landing on your screen, and your victim not dying. I said it before but I'll repeat it again: [b]this is the single most frustrating part of using fusions in pvp[/b] * Improve Accuracy for short range Fusion Rifles – awesome, a change I can actually get behind. Fusions should now be more competitive against shotguns... in pvp. * Reduce Accuracy for long range Fusion Rifles – see cursing above. Insert more cursing. You know what I see all the time? People getting cross-mapped by fusions. No, wait, that's Felwinter and Thorn. Ever since the spread nerf, this really hasn't been a pvp issue. Plus, in order to run a fusion right now you basically have to run fast charging short range builds to deal all the OP shottys. Why not wait and see what all these balancing changes produce before nerfing an already weakened weapon class. So let's get past me being incredibly pissed off about you clipping fusion rifles' wings, and get to a logical argument as to why you nerfing fusions into the low end of mid range is a bad idea. First of all, the only real one-shot fusion sniper left in the game is the Queensbreaker. Ever since the fusion spread nerf, these imagined game-breaking fusions you're trying to cull from the class don't really exist in the way you think. Sure, I've got a few that I can probably use outside the range you'd like, but I have a lot of experience running fusions and have to deal with lag on top of the intrinsic handicap I take by bringing a slow charging, low stability gun with actual projectiles to a hit-scan fight that favors high RoF over high impact. Few are going to be able to get their hands on these monsters, and even fewer will have the skill or inclination to learn to use them at the ranges you're concerned about. Anyone who really wants that reliable long range one shot is just going to run Queensbreaker. But let's say I'm wrong. Overnerfing fusions is still a bad idea, largely because it removes one of the weapon class' defining features. When you use a fusion rifle, you willingly take on a lot of handicaps, even in pve (which, by the way, you're still not addressing). What you get in return for mastering their challenges is the most flexible weapon class in Destiny. You can't use a fusion at scout or sniper ranges, but you can use them practically everywhere else. You just have to build the gun that fits your playstyle at the ranges you favor, because no fusion is optimal at all of these ranges. Every other weapon class has a clearly defined role, and their archetypes don't radically change that role. Fusions are the exception. If you nerf them so that they're little more than glorified shotguns, sure your shotgun nerfs might balance the pvp meta, but you'll have destroyed the beauty and one of the defining features of the class, to the detriment of player choice and customization. Reducing projectile speed, high impact fusion range, and long range accuracy is overkill. I used Plug One.1 and Trolly Problem before Felwinter forced me into having to run Plan C, Exile's Curse, and my hip fire/accelerated coils/hot swap Final Rest. Yes, I could reliably manage the long range fusion one-shot, however, keep in mind my first legendary was 77 Wizard, and I've been running fusions ever since, even in Felwinter's banner. I'm not the only one who can pull off that long range shot, but there's a reason you don't see very many of us and never really have. Fusions are love them or hate them. Those of us who love them seem to be in the minority, and those of us who put in the time and effort to master the fusion learning curve are really good at pissing everybody off because we can pull off shots at long and short ranges that seemingly defy explanation. If, in your efforts to balance the weapon class, you nerf fusions to the point that the short range archetype is the only useful build, they'll just become interchangeable with shotguns. What was that you said about not wanting Scouts and Hand Cannons to overlap? In short, buff fusions in pve and get rid of those cheap ass sliding Felwinter/Matador/Party Crasher bastards, then we'll talk. Concluded in [url=https://www.bungie.net/en/Forum/Post/140867215]part 239.75: exotic fusions and final thoughts[/url]

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  • I never really got good at too long of a range but the short range and even into a medium is great for fusions. Look into the future war cults with a reroll to get accelerated coils. That's what I plan on trying to do.

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