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2/3/2022 9:48:47 PM
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dREX

You didn’t solve High Impact Fusions.

“That said, we'll keep an eye on how they're doing and may adjust charge time down a smidge in a future release” - Bungie, the entire reason High Impact fusions are garbage right now is because of CHARGE TIME, not damage. Increasing the damage a little won’t don’t anything to significantly counter the ranges that Precision frames can reach. Please reduce charge time.

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  • Edited by Meaga: 2/8/2022 2:59:16 PM
    What they need to do is nerf the other kinds of fusions so they’re balanced. Fusions are broken right now. Rapids need to kill from 12-13m precisions/adaptives from like 15-16m. Slugs should kill from 9-10m. Pellets kill from 6-7m. ^Balance^

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    • [quote]This game is about trade-offs High impact do more damage hence longer charge time Low impact less damage faster charge time. What’s the problem?[/quote]

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      • I think the charge time COULD work if the following were to be changed: - Maximum bolt damage goes from 64 (post WQ) to 75-80 - An intrinsic range advantage of 10 meters (allows for around 30 meters before falloff). Although I'd also say have the falloff be nigh-instant and to a really low number, since with 75-80 damage allows for 5-bolt kills after falloff. - General buffs for non-Glacioclasm High Impacts.

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        • I don't think that buff was meant for PvP. In PvE, the issue is damage compared to amount of shots other Fusions can get off. Not all archetypes of a weapon are gonna be as competitive in PvP. Take 180's HC's and 360/450 Auto Rifles for example.

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        • The buff will solve the issue but the problem is the user, want to be able sweep up close but canyon because of the charge time. The archetype is fine though I think the low stability isn't justified for the high charge time and limited perks.

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          • I think the charge time isn’t so much a problem to their viability, I don’t doubt they can be good at their current charge time, it’s just that it feels awful to use.

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            • Personally I’m fine with the charge time, since it makes them unique, and precharging is a thing. But, in exchange you should have higher accuracy for a tighter bolt spread, and the damage should be enough to 3 bolt no matter the roll, and even after getting a little damage falloff at range, effectively giving them more range. I agree that the buff they’re getting isn’t enough, but I would utilize a future buff to lean into their uniqueness of damage per bolt and tighter spread rather than minimizing their uniqueness by reducing charge time.

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              • I'd like to wait and see how they end up performing. High Impact Fusions will certainly not be DPS machines, but they fill a roll of being able to pack a punch on Major enemies. For example, Glacioclasm with Reservoir Burse may end up being a tanky weapon, especially with Subsistance or Slideshot. For example, I've got a PVE Astral Horizon with Auto-Loading/Trench Barrel that slaps Champions hard, it isn't going to ever be a weapon I use on a boss, but for general gameplay, it's great. I like the fact that different Fusions fill different rolls, let Rapid-Fire be the higher DPS weapon and let High Impact be for high burst/total damage.

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              • This reminds me of how they "buffed" 450 autos by increasing their damage value by 1. The change did virtually nothing.

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                • I was actually thinking, what if High-impact Fusions have an intrinsic perk alongside the weapons archetype description, they naturally have the - 'This weapon is more accurate when stationary/aiming down sights' What if they also had or changed this perk with another intrinsic perk, where if an enemy is in close proximity the charge time will decrease, this effect stacks when multiple enemies surround you. If this intrinsic perk would be paired with a Cornered roll, then the archetype might actually be pretty viable then.

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                • They shouldn't have even been buffed.

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                  • True and real

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                  • Nah

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                    • Hmpf.

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