Post by Links on Sept 9, 2016 2:47:58 GMT
So 2.4.0 is upon us, and with it comes a slew of weapon balances (surprisingly no subclass changes). Since there's still some time before maintenance is done, these are my thoughts and opinions on the matter, feel free to disagree with me or call me a dumb gaylord. Though I'm only going to talk about the more interesting tidbits (AKA fuck pve).
In case you haven't read the patch notes, you can find them here: www.bungie.net/…/Arti…/45172/7_Destiny-Update-090816
I started writing a big wall of text, but then I realized that it will take all night to cover everything, so here's the condensed version.
The damage buffs look like an attempt to make unused archetypes more attractive due to being more forgiving. They won't change the ttk, but it will change the ratio of headshots to bodyshots. Nirwen's Mercy, for example, looks like it'll go from 6:1 to 5:2.
Thorn gets fucked lol. I can see the sweaty community being very upset over the range nerf. I really didn't expect this as it seemed Thorn was already in a good place. I guess Bungo reeeally doesn't want any residual Y1 salt spilling over into Y3.
I'm suprised ghost bullets/bloom wasn't addressed. Make HCs super accurate (but still with harsh damage falloff) and change the damage so you need (eg. Eyasluna) 3 crits for a kill. Would that be so hard?
Full Auto becomes a more viable perk on Shotguns with the reduction of the pellet spread, so that's interesting.
Uni gets the expected nerf, though it's pretty harsh. Probably won't have to worry about challenging URs with a Party Crasher anymore.
Snipers got across the board nerfs, which I'm mostly okay with. Though doming a full-health Sunbreaker or Stormcaller was immensely satisfying, I guess this is Bungie's way of firming up the Super > gun ideology. And I know people have been bitching like crazy about the aim assist on this class of snipers, even going so far as to pin a snipe solely on Hidden Hand, disregarding player skill. It'll be interesting to see how this shakes out. Black Spindle meta, probably. Cool kids will run Black Hammer.
Sadly, there was no mention of the bug with No Land Beyond where it's unable to rez-snipe. I'm almost surprised it didn't get the damage nerf as well lol.
Sidearms got a toasty little buff.
Grenades & Horseshoes were made all but useless...Again.
Engrams were removed from post-game rewards, so now the drop rate for Eyaslunas are better; time to farm some Rift mercies.
And some perks were made a little more viable.
TL;DR: Bungo wants to increase variety in the Crucible even more, and they more or less achieved that; on paper at least.
Things to test:
-Deadshot Luna. I actually planned to pull this out the other day since I still have my god roll from HoW. This archetype (Inward Lamp) offers the most flinch possible against enemies. Combined with the sniper nerf, DIS-47s and the like may just be worth looking into.
-Red Death/Nirwen's/NTTE
-Sidearms
-Actually level up the Gunsmith on my Titan to get the Fabian Strategy.
In case you haven't read the patch notes, you can find them here: www.bungie.net/…/Arti…/45172/7_Destiny-Update-090816
I started writing a big wall of text, but then I realized that it will take all night to cover everything, so here's the condensed version.
The damage buffs look like an attempt to make unused archetypes more attractive due to being more forgiving. They won't change the ttk, but it will change the ratio of headshots to bodyshots. Nirwen's Mercy, for example, looks like it'll go from 6:1 to 5:2.
Thorn gets fucked lol. I can see the sweaty community being very upset over the range nerf. I really didn't expect this as it seemed Thorn was already in a good place. I guess Bungo reeeally doesn't want any residual Y1 salt spilling over into Y3.
I'm suprised ghost bullets/bloom wasn't addressed. Make HCs super accurate (but still with harsh damage falloff) and change the damage so you need (eg. Eyasluna) 3 crits for a kill. Would that be so hard?
Full Auto becomes a more viable perk on Shotguns with the reduction of the pellet spread, so that's interesting.
Uni gets the expected nerf, though it's pretty harsh. Probably won't have to worry about challenging URs with a Party Crasher anymore.
Snipers got across the board nerfs, which I'm mostly okay with. Though doming a full-health Sunbreaker or Stormcaller was immensely satisfying, I guess this is Bungie's way of firming up the Super > gun ideology. And I know people have been bitching like crazy about the aim assist on this class of snipers, even going so far as to pin a snipe solely on Hidden Hand, disregarding player skill. It'll be interesting to see how this shakes out. Black Spindle meta, probably. Cool kids will run Black Hammer.
Sadly, there was no mention of the bug with No Land Beyond where it's unable to rez-snipe. I'm almost surprised it didn't get the damage nerf as well lol.
Sidearms got a toasty little buff.
Grenades & Horseshoes were made all but useless...Again.
Engrams were removed from post-game rewards, so now the drop rate for Eyaslunas are better; time to farm some Rift mercies.
And some perks were made a little more viable.
TL;DR: Bungo wants to increase variety in the Crucible even more, and they more or less achieved that; on paper at least.
Things to test:
-Deadshot Luna. I actually planned to pull this out the other day since I still have my god roll from HoW. This archetype (Inward Lamp) offers the most flinch possible against enemies. Combined with the sniper nerf, DIS-47s and the like may just be worth looking into.
-Red Death/Nirwen's/NTTE
-Sidearms
-Actually level up the Gunsmith on my Titan to get the Fabian Strategy.