Avatar

Suggestions (Destiny)

by Durandal, Tuesday, June 21, 2016, 14:21 (3020 days ago) @ Kahzgul

Shotguns: Range/Impact are king, recoil, ready times are irrelevant.

To fix: Lock all shotguns to the same range stat. Widen the pellet cone. The primary differentiation should be the damage per shot, spread, and rate of fire. High Rof shotguns should have lower impact, but are more forgiving of a miss or partial hit. Players could focus on perks that narrow the pellet cone, making a hit more lethal, or increasing rate of fire to pump out more hits more quickly. Now recoil matters and recoil perks make more sense.

Sniper Rifles: Aim assist/impact is king. People want the headshots and the super shutdown from these long range guns. Bungie has addressed this somewhat with the scope in time increase and the change to res shields.

The fix: Bungie should add inaccuracy while moving while scoped or partially scoped. Quick scopes are what make snipers so appealing outside their long range role.

Fusion Rifles: Range/stability/impact are key.

the fix: I wouldn't change much about fusions right now, they seem to be in a good place for the most part, although I would bump the range a little on the fast charging ones since they seem a little weak compared to the high impact.


Special vs. Primary:

Special should always be better in their range band, but poor outside of it. A shotgun user should win close in, a fusion should win at range, a sniper at long range. What you should not have is a shotgun beating a primary at mid range, or a sniper outshooting a hand cannon close in.

People should use their primary in it's range band, and their special in the appropriate range band. Combat is a balance of close/fire/disengage. Do you dual another player with your scout, or try to move in closer? Do you stand off and switch when an enemy gets close?

Such a setup drives movement and strategic engagement. You can have a TLW and Sniper, but someone should be able to move mid range and have the advantage over you. This has not been the case for much of the game, since early on movement meant you could quickly close the gap, and after the frequent blink nerfs, now range is key. Fusion rifles are held back because primaries still have competitive TTK with the charge time at mid range.


Complete thread:

 RSS Feed of thread