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Destiny 2

Discuss all things Destiny 2.
11/19/2024 3:13:07 PM
28

Fusion Rifles need adjusting

Fusion rifles are slowly becoming a problem where they don't really have some sort of "skill" check. Snipers have an accuracy check, shotguns have a movement check, and grenade launchers have a map knowledge/prediction check. Fusion rifles feel like they just blast and kill. I believe that Fusion should return to their original state that they were in Destiny 1. Back during Destiny 1, Fusion rifles were projectile based, and the range stat effected the velocity of your bolts. After the shenanigans of D1 Pocket Infinity, they remained in a good but not overpowered state. Then we get to Destiny 2. With the double primary loadouts, Fusion rifles were moved to a Heavy slot and were made hit scan to compensate for the change in slots. Since Forsaken and we've been given the special weapons back, fusions haven't received any major tuning. Shotguns have had their range reduced a few times (and their pellet spread messed around a couple of times), snipers have had their aim assist/bullet magnetism adjusted. Heck, even breach loaded grenade launchers have had their share of adjustments to compensate for their movement into the special slot. Fusion rifles haven't had this, they've had the effectiveness of a few perks reduced but apart from that, they've actually only been buffed. I know some people are going to mention that rapid fire fusions were moved from 7 bolts to 12 bolts and high impacts were moved from 7 bolts to 5 bolts, in a burst, but this has only made them stronger in their role. I believe changing Fusion rifles to projectile base will help balance this weapon type out in PvP and leave it unaffected in PvE, even though I don't really see people using fusions in end game content anyway. Adjusting the range stat to be velocity instead will make them easier to balance where you can specifically tune each archetype with their intended range. It will also add a tracking and prediction skill check at longer ranges. It will also mean that players can counter fusions with good movement. Range of course would still be a stat for fusion rifles but they will be fixed like rapid fires would have like 20 or 30 range whilst high impacts and precision frames can get closer to the higher 80 or 90 stats. Tl;Dr NERF FUSION RIFLES

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  • Edited by Fiend: 11/21/2024 5:07:59 PM
    At this point it's a skill issue thing countering autobots and arbalest users! Fusions are hilarious counters to predictable playstyles!

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