So, since patch 1.1, we've seen Bungie's incapability to bring actual balance, favoring instead to destroy weapon classes one by one while overcompensating one other weapon class in the process of each patch. Their numbers and data are a total sham because of this, manipulating the bandwagon mentality of the average FPS player.
This problem is exacerbated by another factor: The vocal minority in this forum. After every single patch, we get the predictable cry of nerf in here. It could take a day, a week, even a month, but it's going to happen.
Bungie, you're not going to achieve balance, when you blatantly overcompensate a weapon class, while severely weakening another. This mentality has caused one-weapon meta cycles that we find stale, boring and utterly frustrating. To point out your contradictions, I'm going to pull up Crucible Radio #16, and give timestamps to point out Weisnewski's blatant hypocrisy.
The link is here: https://www.youtube.com/watch?v=jwyGYiGwp2U
Timestamps, and counter arguments will be listed down below.
[b]52:49[/b] - Mr. Weisnewski, you claim to be going for a "sweet spot" and that you're getting close, but then claiming that "the players" find a new setup that melts really fast. Yet, you seem to be purposely over-nerfing a weapon class, and then overcompensating another without any real patch testing. So, you're going to blame that lack of actual balance, on the player base's natural tendency to gravitate toward an obviously stronger weapon class? Perhaps instead you should run a beta for every patch you make, before making an official release?
[b]1:06:49-1:08:55[/b]- Not penalizing ADS initial accuracy? Does the recent Hand Cannon nerf ring a bell? Granted I've not had a chance to test accuracy since the buff, but last I played the only Hand Cannon that had any kind of consistency was the Finnala's Peril I picked up from Iron Banner. Even the Hawkmoon, for all of the things you claim are "buried in the Range stat", feels incredibly slow and difficult to use unless you try to longshot with it, which is inconsistent at best, and complete folly at worst. (Of course, you would wait to nerf Hawkmoon a second time until after drawing people into the XBox version of Destiny after Hawkmoon's timed exclusivity deal was up. Nice marketing ploy.)
You cannot have a slow firing weapon, with such a short range be that heavily dependent on accuracy, and then turn around and butcher the accuracy with an RNG bullet.
[b]1:25:05 - 1:25:30[/b] - "To answer the last part of his question - absolutely not. There was no intention to over nerf Hand Cannons and remove them from the meta. The intention was to pull Hand Cannons into close to medium range."
There are several problems I have with this statement:
1) You've done this to at least two other classes of weapon already. Combined with Luke Smith [b](paraphrased)[/b] coming out and saying that every weapon class should "have their moment in the spotlight", there is no doubt that this ridiculous nerf [u]WAS[/u] intentional.You did the [u]EXACT[/u] same thing to Auto Rifles and Fusion Rifles: You nerfed them into oblivion, and then gave a massive buff to Hand Cannons and Shotguns.
You are most certainly implementing these nerfs with every intention to break weapon classes, and manipulate a bandwagon meta. Do not lie.
2) I will paraphrase a video from KackisHD below, Title: [i]Auto Rifles still suck.[/i] Video here: https://www.youtube.com/watch?v=SP3GvtG6Ni0
[i]"...within this "close range" that Bungie keeps referring to, this range where Auto Rifles are at their optimum kill potential, I am now one Blink Strike away, from being within their perfect Shotgun range... Within this prime Auto Rifle range, you are no longer fighting other primaries; you are now fighting Secondaries... you're not going to be able to keep your reticle on an enemy's head, while they're sliding and blinking and jumping around... so the Auto Rifle player's first instinct is to back off, and immediately you are out of that "prime" Auto Rifle range, and now will lose to any competent player wielding a Pulse Rifle, Scout Rifle, etc."[/i]
This prime range for Auto Rifles doesn't exist! It's even more so true for Hand Cannons, especially considering the accuracy nerf. Again I will reitirate: How are you supposed to pull three precision HC shots, while being hosed with an Auto Rifle, and having to fight RNG bullets? Moreover, how do you win against a mobile shotgunner? It's not going to happen, at least 75% of the time!
In short, stop playing us, Bungie. We know you're manipulating one weapon meta cycles on purpose. We know that your so-called data, is a complete and utter sham, that the numbers are manipulated. [i]You[/i] know, from all of your involvement with the FPS genre, and in studying your competition ([b]which is vital to succeeding in any competitive industry[/b]) that the average player, or even new player, is going to pick up an Auto Rifle/Assault Rifle first, because they are naturally the easiest to handle, which again proves your data to be false.
[i][b]We are tired of one-weapon metas, and we're sick of not being able to play as we see fit! Any of you that stand with this sentiment, sign here. I'll go into my explanation of why #balance should be removed until Bungie gets their act together in my next piece, which will be linked below.[/b][/i]
[b]PART 2A:[/b] https://www.bungie.net/en/Forum/Post/179652748/0/0
[b]PART 2B:[/b] https://www.bungie.net/en/Forum/Post/179664897/0/0
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Bump!