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This biggest problem with Hand Cannons in PvP, is their damage falloff. Hand Cannon's don't have enough falloff to compensate their high-damage, so once they start competing out of their appropriate range, they can still end up consistently 3-tapping. Bungie literally fixed this issue at the end of D1's lifespan by making the falloff scaling on Hand Cannons about 2-3x as severe as the rest of most guns, without nerfing their high-damage numbers and ease of use, then just brought the problem back with Destiny 2. Once you'd hit the falloff range in D1, you'd start dropping about 5-6 damage PER meter to the minimum threshold. Bungie is just too afraid to let their favorite weapon type go; there's a reason there's more exotic hand-cannons in the game than any other weapon type.