We all know some PVE players sometimes jump in the PVP modes from time to time to go in looking for a bit of “Fun”.
“It can’t be that bad, Right?…”
This meta we currently have isn’t fun at all but actually depressing. Every match there are people just laning with pulse rifles and not moving. This has exacerbated the close range game to become a special only zone. These in conjunction have made PVP the slowest and most boring meta possible.
Let’s reduce the effectiveness of using a pulse rifle in PVP. Don’t change the TTK but make them harder to use. This was done to snipers for being to effective in the long range and pulse rifles are in need of the same change.
Let’s also give some more changes to the lower used frames and exotics.
The recent changes to the 120 hand cannon’s in PVP has seen some of the players trying them out once again.
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#destiny2
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[quote]We all know some PVE players sometimes jump in the PVP modes from time to time to go in looking for a bit of “Fun”. “It can’t be that bad, Right?…” This meta we currently have isn’t fun at all but actually depressing. Every match there are people just laning with pulse rifles and not moving. This has exacerbated the close range game to become a special only zone. These in conjunction have made PVP the slowest and most boring meta possible. Let’s reduce the effectiveness of using a pulse rifle in PVP. Don’t change the TTK but make them harder to use. This was done to snipers for being to effective in the long range and pulse rifles are in need of the same change. Let’s also give some more changes to the lower used frames and exotics. The recent changes to the 120 hand cannon’s in PVP has seen some of the players trying them out once again.[/quote] Been an advocate of significantly reduced flinch when outside of optimal range. And I mean significantly. To the point ur redical barely moves. If ur sitting in the back with a pulse and ur .5 meters outside of ur optimal range, then any sniper/scout should have an easy shot on u. Also every single weapon should have harsh damage fall off. It's all or none. No more of this hand cannons, smgs and side arms lose 40% of their damage 3 meters out side of optimal range while a 40 meter pulse with a .67 ttk still kills in 3 bursts 45 meters away. Also i believe ttk should directly reflect range. Slow ttk= more range. Faster ttk=less range. Funny enough i think adaptive pulses and rapid fires do a good job of that. Adaptives are slow but have decent ranges, and rapids are fast but usually cap out around 34 meters. Tho there drop off scaler is still way to forgiving. For both.