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#feedback

12/21/2017 8:25:24 PM
5

Removing/reducing bloom on Handcannons and Pulses would add so much life to Crucible

(Console player here). Apologies if this post is beating a dead horse. All things considered, I enjoy Crucible. Many of us enjoy Crucible. But as a member of the community I would like to give my 2 cents to change the Crucible from OK to GREAT. To start, we would enjoy crucible so much more if more weapons were viable. Since the launch of D2, it's been very disheartening to get a new gun to find out it's essentially unusable in the Crucible. There are certainly guns of every category that fall underneath this umbrella (due to fixed rolls), but the ones that stick out the most (to me) are handcannons and pulse rifles. Handcannons got a pretty hefty nerf since D1, both in the shape of damage and accuracy. I think at least one of these changes should be reverted. Either keep the damage of D1 and change the accuracy, or reduce the damage and make them very accurate. Nerfing both damage and accuracy puts players at a disadvantage versus strong mid-range weapons like Uriel's, autos, and many of the SMGs. Pulses also seem to have some kind of cone of accuracy which makes them supremely lackluster to use. Both of these weapons had a reasonable TTK in D1 which made players feel that they could solo-push around maps and not need to rely on teammates to follow up and teamshot. i've been playing Destiny since October 2014 and do not really recall any complaints of constant teamshots. It's all I read about these days. The lack of random rolls could be the culprit here, but a noticeable change to the accuracy of these weapons would be well-received by both PvP and PvE players alike. We're here to have fun. Make HCs and pulses FUN! Please upvote if you agree to show the devs how you feel. Thanks for reading, Winston

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  • Aiming Handcannons in general is so wonky, it feels like I have to aim slightly above crit spots with my sights to hit them most of the time. Damage falloff on lower range hand cannons is brutal, which is why better devils is so popular. Explosive rounds helps you in longer ranges because the explosive damage is not hurt by your range at all. They still should not be able to compete at scout ranges, but somewhere around mid range would be fine honestly. I haven't felt 'ghost bullets' personally, since it's probably only a problem if you try to fight outside intended ranges, but it could still be a thing worth tuning. They feel fine overall, but could use some very minor adjustment to make play a bit smoother.

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