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Destiny 2

Discuss all things Destiny 2.
1/17/2022 3:30:10 PM
32

Scout Rifles still need a PVE buff

Took Polaris Lance out to complete the precision seasonal quest. Went to the lost sector on Nessus with vex (non-legendary). Taking my time and hitting crit shots and continuously needing to do a follow-up tap. I understand keeping Scouts reasonable, but when a precision weapon can’t one shot a red bar that is 50 levels lower even on a crit, something is off. Maybe slightly increase their crit damage in PVE to play up their precision role amongst the various primary weapons.

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  • Give us back our Oxygen!!! Useless Bungie

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  • Why did you take that scout, though? It has never been very strong, if I remember correctly.

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  • It’s annoying but I can see where Bungie is coming from. If scouts do the same DPS as other primaries but have more range, and most PvE encounters have large spaces… why would you use anything other than a scout? There’s a reason why Anti-Barrier scout is people’s preferred anti-barrier primary. Range is a big factor. When’s the last time you seriously took a sidearm into Master+ level content? Or an SMG? Probably only when you had no other choice for champion mods. Scouts feel fine, handcannons feel fine, Bows feel amazing. Autos feel even worse as it Takes even longer than a Scout’s single follow up shot to kill. Pulses do laughable damage as soon as the enemy is higher light level. And Sidearms and SMGs have good damage but don’t have enough to keep up with endgame content and their range issues. Scouts are in a good spot. I highly recommend getting a Trustee or a good eternal blazon. Also Polaris Lance and Symmetry are both fun and great for endgame stuff.

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    • It's supposed to be that way.... You're shooting from safety. Maybe use buffs that buff damage?

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    • In terms of primary weapons scouts are in a really good spot. Polaris Lance can 1 tap a lot of things that couldn't prior to the scout buff (Acolytes and a couple other things). I wouldn't mind a buff to make it one tap goblins and hop hopgoblins. It comes down to how tanky bungie wants enemies to be. Like do they think a harpy should have more health then a Acolyte or dreg? Compared to pulse rifles and auto rifles they auto perform them. Handcannons can 1 tap a lot of things but that's expected, as they have to be up closer to fight. But the downside is actually lower dps. https://www.blueberries.gg/weapons/destiny-2-dps-weapons/ According to this chart handcannons never went past 3000 dps while scouts never go below 3000 dps. Auto rifles never went below 3000 dps while pulse rifles never went over 3000 dps. When I bring up dps I'm referring to the average dps number shown on the chart. Dps isn't just for bosses but for higher health majors as well. Which in that case you would use a special weapon to kill but you don't always have a special weapon. So you might go for a primary weapon. If you go for a primary weapon you need to determine if lower number of shots to kill will be faster than higher number of shots to kill under the condition that the rate of fire is faster. If the first is true then a handcannon is your best option. If the 2nd is true a scout or a auto rifle is your friend. The main reason that scouts and most primary weapons may seem to struggle is because of the pve crit multiplier change in shadowkeep when finishers were introduced. Bungie has stated they don't plan to revert this change.

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      • Scout Rifles have a lot of problems but I don't think PvE damage is one of them. If anything, I think they're due a rework similar to what Fusion Rifles got. The 150, 180 and 200RPM archetypes are all way too similar to one another, if exploring lower body shot damage but higher crit multipliers was a way of differentiating them then that might be an interesting path to take. In the same way that Hand Cannon peek-shooting in PvP can't really be taken away simple due to how the weapon works, Scouts will always be able to play the safe game in PvE as long as there is the space to do so. It's a difficult balance to maintain, they need to be good but not so good that you can simply avoid difficulty altogether. Also, #GiveJadeRabbitSomeRealPerks

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      • I wonder how much better Scouts would be if their crit multiplier was increased.

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      • Scouts are amazing in endgame content where enemies are strong. They are fine in everyday content, even though they don’t kill quite as fast as most other primaries. Also 50 powers lower doesn’t matter. It only matters up to being 20 power levels over enemies.

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      • I agree. The only way I can use scouts right now is if they match an elemental burn/singe or if they have explosive rounds, as they lack the damage to keep up with other primaries otherwise.

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      • Yes. … and I don’t understand why Bungie insists on keeping them painfully underpowered.

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        • Scout rifles also need a PvP buff!

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        • Box Breathing on Scouts should remain constant in PvE rather than going away after one shot.

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        • Hmmm...yes

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        • The DSC scout slaps

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          • 180s are probably the worst ones, for some reason they feel out of touch. Take a loot at night watch and hung jury, one them is smooth and the other Is straight up booty and that would be hung jury.

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          • Scouts are fine. Hit your headshots as most red bar enemies die in 2 hits. What would be the point of using other weapons if scouts out damage and outrange other weapons?

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          • My main two PvE scouts are Nigh Watch and Contingency Plan. They only feel underpowered in Master content when something is running at my face, and every primary feels under powered. I’m normal content they feel fine. That being said, I will gladly take a PvE damage buff.

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          • 180s and jade rabbit need a buff pve and pvp

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          • Make them all hip fire viable.

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            • Lol, Bungie has buffed then like 5 times already, what do people want ,scouts to one tap a yellowbar ogre ? I love scouts,and they feel fine to me

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              • [i]Symmetry~[/i]

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                • Gonna to be a barrier weapon in Witch Queen so will need a bit of a buff.

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                • There was a time when 20+ levels over the enemy you did way more damage. And to the opposite end, if you were 20 levels under an activity you could still do damage but not alot. You were also able to at least attempt the activity. We were talking 2 clips of an auto to drop ads. Anything beyond -20 you use to see skulls and do no damage. Damage difference hasn't been a static number in a long time. It's on a linear curve based off of your power level to make the game challenging to all in a fire team, not just the individual. If your by yourself or not, it will look at your power level and adjust the ads accordingly.

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                • Being overleveled does not get you a damage boost.

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                • Yes I would like my vorpal DMT to be stronger than it already is

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                  • D1 scouts are the best in D1 game, not in D2 game. Go play D1 and find a high impact scout with firefly perk. It feels powerful you feel like your guns are truly becoming Legends. D1, the real Destiny! D2, hashtag NOT a legend! 😂😂😂

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