It's time to buff primary weapons. They need to be the best weapons in the game, at this point in the game primaries have been nerfed so many times that you'll be better off running around with a shotgun all game.
Hand canons and auto rifles don't have enough range to challenge any snipers. Weapons (minus hand canons) can't kill fast enough to counter shotgunners (especially in a meta where thunder strike/juggernaut/force barrier are very common). In the next patch some things need to be done about primaries. NO MORE NERFS. We are done with those.
[b][u]-give hand canons back the accuracy they had before 2.0
-give pulse rifles back their damage they had before 2.0
-give auto rifles back their damage they had in vanilla
-scouts may stay the same, they were always inferior to hand hand canons except at long distance. [/u][/b]
Bump if you agree.
Edit: here is what I predict will be nerfed because we all know the word "buff" is not in bungie's dictionary.
-Grasp of Malik archetype damage nerfed to 19 headshot, less range
-Medium impact hand canons bloom mechanic intensified, they're being used too much
-increased control will not provide Titans with significant lateral movement speed anymore, Titans were never meant to be so fast, it's not how we want you to play the game
-blink strike lunge distance nerfed, we find blade dancer had increased usage since the last patch
-the hawksaw archetype of pulse rifles will be removed, all weapons in this archetype will be transformed into the slightly slower firing archetype (nirwens). We thought it wasn't fair that nirwens took the same amount of shots to kill as the hawksaw, but shot slower.
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Add to the list of things Bungie will nerf
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or a the very least start buffing instead of nerfing
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If they keep nerfing specials, primaries will be powerful again. Ish.
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Nearly every weapons has been destroyed by Bungies mad nerf scientists.
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How about we separate PvP and PvE so my favorite weapons stop tickling dregs.
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You forgot mag increase for mid RoF scouts and ammo increase for all handcannons.
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-handcanons/autoo riffles are not made to counter snipers at longue range...thats all...if you want to counter a sniper with those you need to be approach them without dying. -you can kill a shotgun runner fast with handcanon, and when you see a juggernaut shotgun don't even shoot at him but jump/avoid him because he can't turn fast enough -remember suros regime from vanilla ? i never want this to happen again -pulse riffle are ok now so don't touch it anymore bungie -i totally agree for the accuracy of handcanon...sick of ghost bullets i guess bump because after all i love handcanons
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No. I'd rather have the buff list like this. -Increase the base range of handcannons by 15% -Increase base damage of medium-low RoF autorifles by 50% -Reduce the base stability and damage of high RoF pulse rifles by 5% -Increase the RoF of low RoF pulserifles by 10% -Increase flinch received while scoped into a sniper by 20% -Increase damage of shotguns by 5% this please.
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#learn2teamshot
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Lol, just no child. NO!
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Haha, just no
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i think that pulse rifles should have a overall well set stability. Its a three burst assault rifle, their meant to be superior in accuracy and stability. look at every weapon from black ops into this very stable impact isn't as good but stability is always better than a full auto. It's a strategic base weapon made to do 2 in the chest one in the head measure realistically pulse rifles are superior at a mid/far range compared to full auto rifles. Plus we need sub-machine guns Auto rifles are meant for mid/far range firing not close range. the logic behind most these weapons are also ridiculous fusion rifles should charge way faster put two elements together to send a unstable energy wave towards your enemy. Sniper rifles shouldn't have any target acquisition but be more of a precision weapon based on firing on a perfected landing of a shot. Hand Cannons should have more of a devastating effect causing players to stagger heavily when hit, Shotguns should be more realistic and kill on one shot at about 10 feet from fired from. Auto rifles should cause more stagger the more hits landed. Scout rifles should always have very high range and very high stability and very high impact but rate of fire should always be at a reasonable slower rate the faster the shots the less accuracy the slower the better. Rocket launchers should have a bubble blast effect that get weaker the further it spreads Machine guns should hinder character mobility and speed but increase accuracy do to a lower mobility on strafing. sidearms should have superior accuracy stability rate of fire and reload speed, its a pistol its meant for convenient control at close quarters. the sub machine gun though would be a stable full auto side arm that has a large magazine with a low recoil and range, high rate of fire with a well centered impact.
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Nerf shotgun range and sniper auto aim... this makes primaries more viable.
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-Low impact and low range pulses should have way more damage drop off and possibly not be able to shot as far as they do now, and a increase to recoil for them. -Low recoil auto rifles like the suros regime need a buff, why use that when its faster to get a kill with the hakkons hatchet? I used suros for most of iron banner and i was having issues for the fact i had to have someone mostly help me kill them, i had to get 3 or more bullets off, or i had to spray until spin up activated. Cause why use focused fire when it is definitely slightly faster with spin up. -Hand cannons need range and accuracy buff. -snipers body shot damage needs to be reduced for high impact snipers so your not a 1 shot with a last wprd at far range. -I wouldn't mind for shotguns to have their agility back and possibly a bit more stability as i dont shot then melee like everyone else. -Fusions are amazing and should not be buffed nor nerfed. -High impact pulses could use a damage buff, they took a shit after HoW. -Scouts seem to be really good despite the mida being overused. -side arms.... Okay so i have a IB side arm with slightly less base range then the Y2 queens side arm, but my IB one has range finder YET the queens one still out damages at farther range. An issue i want fixed. Also a bit more damage in PVE please. -heavys are fine they just annoy me that everyone uses the same type in pvp but what ever.
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Scouts are fine Low RoF autos and pulses need a bit of a buff Handcannons need a little improvement in accuracy as well as a small base range increase.
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Yes please, buff my max stability hawksaw and my luck in the chamber eyasluna please lol they aren't killing quick enough
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Bump plus give us an option to add burn Or at least give all exotic primarys a burn Hawkmoon arc Mida solar Bad juju void Ect.
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Edited by Roburrito: 8/27/2016 11:33:46 PMPrimaries being bad aren't the problem The problem is op fusion rifles. Those need a nerf
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Hand cannons: Small range and Accuracy boost Auto Rifles: Impact increase on all archetypes except the High RoF ones Scout Rifles: Mag Size increase. The minimum should be 15. There is no reason for scouts to have 11 or 12 when the max hand cannon mag is 13 (or 14?) Pulse Rifles: I feel that these are fine currently. I don't use them often so I'm not a pro in this category. Special Weapons: Decrease in Ammo. This would prevent from people running around all game with a shotgun or sweat sniping. Heavy Weapons: ????
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Buff health
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Yep... Nerf fusion rifles.
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Edited by Combo164: 8/27/2016 10:15:29 PMNo. I wanna play destiny not space magic CoD. Dont want to have CoD TTK with primaries, not to mention most primaries are fine. Maybe buff low RoF ARs and Low RoF Pulse and Low RoF handcannons (mainly just for the first curse). But that's about it.
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Shotguns should all be like the chaperone . Only one shotting if it's a head shot.
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I agree, no more nerfs just buffs :)
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Try staying at medium to long range and those big bad shotguns won't be able to hurt you.
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In about 5 weeks after this will be implemented, the same amount of people will ask for nerfs again.....this is going back and forth the whole friggin time...