High-impact ARs would also be competitive out to closer medium ranges, giving them a chance against low-impact PRs. This would keep the optimal time-to-kill of 0.93s the same against 200hp (10 armor) Guardians, but would allow the weapon to kill Guardians with mid-armor (7) or lower in 0.80s. Instead of doing 26/21 from crit/body shots, the gun would now do 28/22. My suggestion would be to increase the precision and body shot damage by 5%, and push the start of damage drop off out to pre-patch 2.0 levels. Using one of these weapons offers no benefits, as the damage drop off is still severe enough to limit their useful engagement distances to close range, and they don’t even do enough damage to make them kill quickly within that optimal area. With the slowest optimal TtK of all AR archetypes, the high-impact models currently serve no purpose. High-impact (An Answering Chord, Antipodal Hindsight, etc.) – I’d like to see this archetype become high risk/high reward, as opposed to what it currently is, which is high risk/no reward. In the upcoming Balance Patch, I’d be very happy if SRs were left mostly untouched, with the exception of possibly adding more flinch to the high-impact models (to help them better counter snipers). Every sub-class has a purpose, and they fulfill their purposes well. Scout rifles are a good example of how a weapon class should be balanced internally (meaning how the archetypes relate to one another), and I believe it is Bungie’s biggest success in their PvP sandbox. It sits between the high and low-impact archetypes in both TtK and difficulty of use, forming a solid middle ground. A faster rate of fire is more forgiving of missed shots, but a higher percentage of critical hits is needed to achieve optimal TtK. Low-impact (DIS-47, The Inward Lamp, etc.) – Medium risk/medium reward.An easy and forgiving weapon, perfect for beginners, but outclasses at higher levels. Only requires two shots out of four to be crits in order to achieve optimal TtK, but said TtK is very slow (1.00s) and thus is outside of the competitive meta. One of the easiest guns to use in the game. Mid-impact (Hung Jury, DIS-43, etc.) – Low risk/low reward.Crit shots lead to one of the fastest times-to-kill in the game, but the body shot TtK is among the slowest. High-impact (Hand of Judgmet, Cocytus, etc.) – High risk/high reward.As Bungie has said before, perfect balance for a game like Destiny does not mean every gun is equal, but instead that every gun has a role. ![]() When I look at what I would like to see from a balance patch, it’s important to keep an eye on the big picture.
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