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Destiny

Discuss all things Destiny.
9/25/2014 1:29:04 AM
2

In-Depth Overview of Overpowered Weapons/Classes (PvP)

I know this kind of thing goes around a lot, but I also need to chip in my share of information. Let's start with weapons, shall we? Shotguns >Shotguns are a one-shot kill at close range. Now people would say "You have to get close to even get the kill," as a counter-argument, but let me counter that argument with my own argument. It is the easiest thing in this game to get close to someone. With things like the mobility morphs (such as double jump, glide and lift) and sliding, getting close to someone is not a matter of how hurt you're going to get on the way there, it's how you plan to attack your foe once you get there. Long range maps make shotguns almost useless (notice I said almost), but it still includes a large amount of close range area where the shotgun will still allow you to get your assured kills. >Another argument is that they are pump action, meaning if you miss once, you will lose the battle. This is not the case with all shotguns. Some have a modifier that makes it "full auto." Now does this make it full auto unlike Pulse Rifles? Yes. Yes it does. Now can it be exploited to fire faster than the full auto modifier? Yes. Yes it can. With a full auto modifier active on a shotgun, it not only becomes full-auto, but semi-auto as well. So now missing once isn't a problem, because you don't have to pump the shotgun to fire again. Stability is a big factor though, because firing a second time in succession has a lot of recoil. Can this be countered? Absolutely. By holding your right control stick down while firing, the recoil won't matter much unless your sensitivity is incredibly high. At the same time, the exotic shotgun the Invective can get a stability boost and has built in auto fire. This nullifies all the weaknesses of the shotgun type, and makes it one of the most powerful weapons in the game. Fusion Rifles >Fusion rifles are like shotguns with more range, and the pump action coming before the fire. Charge rate on a fusion rifle is incredibly important. If you have a low charge rate, chances are you won't survive long. If you have a high charge rate, you are good as gold. Just don't miss. One thing about fusion rifles is how accurate they are. They fire a quick succession of rounds in a burst, but take time to charge up. The charge rate is the key factor in deciding which fusion rifle you want to use. Once you find one with a good rate, you're fine. But what about others? Fusion rifle charging is not only a disadvantage, but it can be used to your advantage as well. If you time your shots right (which actually you don't need to do), you will most likely kill the person. If you are good at dodging (which isn't hard imo), you can dodge a person's attack and then kill them with the burst. You don't even need to aim down the sights. Just pull, wait, and kill. Simple, right? Right. The only disadvantage is the range. Someone with a primary will be able to take you down from a distance, but you won't be able to hit them unless you get closer. Is that a bad thing? Refer to what I said about getting close to someone above. >If you also make the argument about clip size, please leave. Each single fire doesn't fire one, but about 30 energy filled rounds. Multiply 30 by your clip size and there's your total ammo. Kind of like a machine gun, right? Just with less power at long range. Auto Rifles >The main thing I want to discuss about Auto Rifles is their accuracy. Their accuracy is maddening. I've tested Scout Rifles, Hand Cannons, Auto Rifles and Pulse Rifles and they all have about the same accuracy, with a deviation of about maybe 3 or 4. Scout Rifles have dead on accuracy, but so do Auto Rifles. Getting headshots with Auto Rifles is just as easy as with Scout Rifles, except Auto Rifles fire faster and do less damage but output more rounds. The fire rate allows enemies to take more damage in a second from an Auto Rifle than a Scout Rifle, even with the diminished damage. They can be used at incredibly long distances, making Scout Rifles almost unnecessary since you can just fire away with an Auto Rifle. Of course their range doesn't compare, but the range doesn't matter since most of the maps consist of close range elements anyways. Only two maps have real long range elements and those are the ones with vehicles. It's too long range though, meaning you need a sniper rifle. But wait, there's more! Both of these long range maps have lots of areas where you require close range combat. This means that Auto Rifles work in every situation, but Scout Rifles only in some situations. Real ouch, eh? >Two main auto rifles have incredibly high fire rate with impressive accuracy and stability. These auto rifles are the Shingen and Sahara. -The Shingen is a perfect mix of damage, accuracy, fire rate and stability. However the impact and range suffer. Are these necessary stats? No. Like I said before, most maps are close range, so impact and range aren't needed. Just spray and pray. -The Sahara has less stability and damage than the Shingen, but it's accuracy is still just as good, and it has a clip size of around 50+. This is the equivalent of a weak machine gun. Too much, imo. Now let's move on to classes. Hunter >I myself, use a hunter class. Hunters, in their own right, are not very overpowered. Blink strike on Bladedancers is not as long range as the Warlock melee over ride. The cloak itself only removes you from radar, not people's views due to the glowy shimmery stuff you appear as. This does not mean it's useless. It can be used to hide from foes in areas at a long distance with a sniper rifle, or used to sneak up behind someone and assassinate them. That doesn't make it overpowered though. >Bladedancers have a very powerful super that can be morphed in a few ways. They can do an area attack like Titans (but not as powerful), a wave attack which only hits ground enemies, and going invisible. They also can one shot people by knifing them. Of course that's the disadvantage: close-range combat. Of course that is really over shadowed by the 50% damage resistance and the ease of getting close to enemies, which is increased by the lunge slice. >Gunslingers are decently balanced, yet can be overpowered. They get throwing knives which can be turned into incendiary knives which burn people, can get two knives, or also get an upgrade which resets your knives if you get a precision kill. Their super, Golden Gun, has three bullets and one-shots if it hits. It is also incredibly accurate. You can also upgrade it to make enemies who are hit by Golden Gun explode. That's good, but at the same time people don't normally group up unless it's Control or Skirmish (even then most people don't group up from what I've seen so far). And then overpenetrate. Overpenetrate+Explosions=Mass Golden Nuclear Warfare. Of course an enemy has to behind the enemy you shoot for it to work. Titans >Titans either go completely defense, or completely offense. Now I may not know Titans that much, but a close-range ability (not super) that instantly kills people is a bit much, especially when it's easy to rush up to people. Shoulder Charge is incredibly powerful. Not much else to say on that. >Secondly, Fist of Havoc is an insta-kill move which spreads over a wide area. At the same time, it can be used from the air, and can get extra distance when sprinting. In Control this obliterates the opponents (same thing with Warlocks and their Nova Bomb). At the same time there are those who just use it to make sure they get heavy ammo, or get the final kill, or just get an assured kill on a single person. Too much. >Titans (Strikers) also get an ability called Juggernaut which gives them a shield after sprinting for a short time. Thus they can survive a lot more than the other classes (not to mention they have the most armor in the game [of course Warlocks and their mass recovery gives them {Warlocks} an advantage too]). They are supposed to be maximum offense by lore (Strikers). >Titans (Defenders) have their super which devastates the others. It may not be an attack ability, but it doesn't need to be. A Titan Defender can use their super, Ward of Dawn, to create a shield which blocks bullets from either direction (inside or outside). This becomes useful in Control since you can just hold a point. If anyone comes in, they can get blasted by a shotgun (Weapons of Light helps more). At the same time, their melee over ride, Disintegrate, creates a shield around you once you melee kill someone. As an upgrade to this, Warmachine and Gift of Light can be over powered themselves. Massive reload speed combined with another massive reload speed=instant reload. Gift of Light also creates orbs from melee kills while your barrier is active. They can't be used at the same time (thank the Traveler), but alone they are a force to be reckoned with. Continued on comments.

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  • I'm surprised nobody has replied with something like "QQ go cry in a corner you stupid bitch. Get a life. Lololololol." That's what I normally see on these types of posts.

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    • Edited by Wildfire Blake: 9/25/2014 2:00:40 AM
      Warlocks >Warlocks themselves have the most recovery and the longest melee over ride range. That combined with a shotgun is a bad time. >Warlocks (Voidwalker) have one of the most diverse supers in the game. It can be morphed to create a damage field (A big one, so much DoT), fire three projectiles instead of one (wide range explosions x_x), or fire a spear of void energy that goes further and faster. If used right, you can explode yourself with void energy and everyone around you (you don't get hurt though) which sucks for all those shotguns users and Bladedancers. The melee over ride is powerful itself, and has the most range out of all the classes, and can be morphed into many things. Surge is good for escaping or getting that one shotgun shell out on someone. Life Steal is kind of useless unless there's someone else around, but then you'll still probably die. Soul Rip is useful if you just want to murder everything with Nova Bomb. Annihilate can be useful for those who want a handheld rocket launcher (a nuclear one), which they don't need, Nova Bomb is big enough as is. Angry Magic is basically a tracking rocket launcher. Too much. Bladedancer can follow you, but they don't nuke you. The Hunger is meh. Bloom is like the Gunslinger's Combustion, but it works with all of their abilities (meaning EVERYONE EXPLODES!). In Control that would almost be as bad as Nova Bomb itself. Embrace the void is meh. >Warlocks (Sunsinger) is sometimes seen (by the Warlocks themselves, go figure) as being incredibly underpowered. Let me tell you now... they aren't. They can resurrect themselves with their super. How is that not overpowered? A Sunsinger with a shotgun is just murder murder murder. Song of Flame and Radiant Skin are just... damn. If combod correctly, Song of Flame nullifies cooldowns on your grenades, mean SOLAR GRENADES EVERYWHERE! Combine that with the gauntlets that extend their duration and it's just a mix of OP. Now look at their melee over ride modifiers. Brimstone itself is... eh... Unless there's someone beside them or if it's a group in a Control zone, it's pretty much useless besides making fireworks. Flame Shield is OP imo. You hit someone and gain a damage shield, meaning they can't kill you with a double melee strike or one shell from a shotgun. Combined with the ease of approaching someone, yeah so much power. Solar Wind is useless against players, especially those with shotguns or Bladedancers with Blink Strike. Radiant Will... Combine it with Song of Flame and those gauntlets AND Touch of Flame. Burn baby burn. Or you could combine it with Fusion Grenades. Everyone goes boom. Gift of the Sun is not very good (my sources tell me so). Viking Funeral works well with Touch of Flame, Scorch, and Solar Grenades/Firebolt grenades, but it isn't overpowered. Angel of Light is ok, but not all that good combat wise. Sunburst is good for support but it's still meh. Viking Funeral is good with Solar Grenades, but Touch of Flame is better, still not OP.

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