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Destiny 2

Discuss all things Destiny 2.
Edited by Soular_Sage: 3/26/2020 5:47:20 PM
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Can Some of These Weapons get PvE Love? (with suggestions)

Bungie, I want to commend you on the great steps you've taken to balance special weapons in PvP. Snipers and shotguns have been brought down enough, though the top performers continue to remain top performers. However, quite a few weapons have been left behind in PvE. Here's a list of weapons that I personally think need love to make us appreciate them again: [b]Power:[/b] 1. [u]Rocket Launchers[/u]: More ammo per clip, more damage to bosses and majors, and additional effects like cluster bomb... (Imagine a perk that leaves the area with a dmg over time effect. Call it fallout) 2. [u] Linear fusions and Sleeper Simulant[/u]: Their DPS is overall lackluster in PvE. The recent Rapid Hit/Firing Line Line in the sand was interesting, mainly due to [b]damage increase[/b], but doesn't make Linear Fusions viable contenders. I'd say give them a flat damage buff across the board, increase the crit modifier, and add a new energy archetype with unique elemental effects that kick in after landing a series of hits. Adding a new archetype will help balance out the older box breathing/firing line weapons. [i]Example:[/i] Landing 3 hits with a [b]solar[/b] weapon burn the target. Consecutive hits increase the burn damage and duration. For [b]Arc[/b], consecutive hits charge the target, releasing an arc pulse on every third hit that deals X% bonus damage and chains the damage to nearby enemies. For [b]Void[/b], consecutive hits slow the target to a cap and make them vulnerable to [i]additional hits from the weapon[/i] for a short duration. The weapon's effect would end on reload, but the burning and slow could stack with other linear fusions. Play with the numbers to essentially balance out the damage between the element types, taking into account the utility Void and Arc provide. [i]Note[/i]: This gives an opportunity to make a new linear fusion exotic with triple tap as an intrinsic perk. A void one that suppresses/overloads and debuffs like Tractor would be nice. [b]Energy[/b] 1. [u]Shotguns[/u]: Need a base reload buff (2 round per reload/base reload speed buff) and trench should last over the whole magazine or at least 7 seconds. They could also use perks that help with survivability to make them viable in pinnacle content... [i]Example:[/i] Crit damage maxes out resilience for 2s [b]OR[/b] Kills with this weapon increase your resilience/recovery; this stacks with your current resilience. Think of a survivability version of rampage. Better yet, just give Surrounded an additional bonus of range and damage resistance to shotguns..like Rangefinder does Rockets and GLs. 2. [u]Fusions[/u]: They're okay right now, but it would be nice if fusions that don't come with a damage perk get an effect like dragonfly (reservoir burst is an amazing perk in concept) or a stronger version of disruption break. 3. [u]Snipers[/u]: Last season there were only three ways to use legendary snipers for DPS that were all incredibly fun [b]and[/b] [u]skill based[/u]: 1) Ammo refunding + Rapid hit, 2. Firing Line in general, and 3) Vorpal + TTap or Mag increase perk. Legendary Snipers [i]finally[/i] felt great, but not broken. They did not need a blanket 20% crit nerf because they were finally good. No one asked for this or complained about it except maybe Datto...who's tastes are not at all representative of the average Guardian. This is a game that punishes you for getting close to bosses and enemies in higher level PvE content. Nerfing snipers hasn't and will not change that. It will only slow down the pace of the game, which means it takes more time to accomplish anything. [b]Buff Primaries[/b] 1. [u]Bows[/u]: I love bows, but they aren't all that competitive. Precisions could do bonus damage on consecutive crits up to a cap [b]OR[/b] on perfect shots like Le Monarque(maybe 15%). Lightweights could then have their impact increased to 76 (that of precisions right now). As to exotics, Wish-Ender was GREAT and op when it was bugged, but I think it should do more crit damage and over penetration damage than it currently does. Le Monarque is awesome, but could benefit from increased damage to majors and bosses. Trinity Ghoul could use the same with a slight reduction in draw time (catalyst maybe). 2. [u]Auto Rifles:[/u] I can't speak for all auto rifles, but 450's need a damage increase across the board in PvE. 3. [u]Scouts:[/u] Slower firing scouts should deal more body damage and slightly more crit damage, esp considering it takes longer to kill most enemies. The faster firing archetypes like Randy's and Patron feel fine in PvE, save for some severe range falloff on Black Scorpion. I have yet to find a scout outside of those two that [i]feel[/i] good in PvE. 4. [u]Hand Cannons[/u]: I think only 110s need a buff to body damage in PvE. Some primary utility perks could use buffs, specifically [b]Disruption Break[/b] and [b]Shield Disorient[/b]. Disruption break should last between 7-10s and have a clear visual indicator to players. Shield Disorient could be merged with Genesis, last longer than it currently does, and proc on any energy shield. The genesis portion should remain on matched shields though. These perks would then have more team utility and value in terms of dps. [i]Example[/I] - [b]Blinding Genesis[/b]: Breaking a combatant's shield with this weapon are stronger (bigger blast radius and damage), [i]blinds enemies[/I], and fills its magazine from reserves. Weapon hits regenerate ammo when matching the damage type to the combatant's shield. This is a long one, but I'll break it down into shorter posts. I'd love to hear your thoughts guys.

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  • Edited by diakopoi: 3/26/2020 8:05:31 PM
    Yes!!!! Edit: personally all primaries need an overall 5% damage buff and an increase of the precision hit modifier. Also handcannons need a large headshot buff because they feel like pea shooters from the headshot damage changes back in Shadowkeep.

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