[spoiler]A Wild Gringo had appeared[/spoiler]So the new weapon's balance patch is out and has been for a week seeing the sudden changes to the meta (by both what I have heard and experienced), I have concocted a reactionary balance patch. These are just my thoughts on what should happen.
[spoiler]just to note I will not be referring to the hungering blade glitch that Bungie has announced they are fixing.[/spoiler]
[b]Primaries[/b]
[i]Auto Rifles[/i]
All auto rifles receive a slight range and stability boost.
[i]Pulse Rifles[/i]
The Red Death archetype and slower rate of fire pulse rifles receive a damage boost so landing a certain number of bullets (not bursts) equates to a certain armor level. For example it takes 3 precision shots and 3 body from Red Death to kill a lowest armor guardian while the slower rof will take 2 precision shots and 3 body to kill the same guardian. Only a lowest rof pulse rifle can kill a max armor guardian in 2 bursts when all shots hit.
[i]Scout Rifles[/i]
The fastest RoF archetype like the NL shadow all have the intrinsic perk "full auto" that can be activated or deactivated like a chroma. This perk will make the weapon full auto at the expense of impact.
Precision shots from the slowest archetype scout rifles will cause Guardians to flinch slightly when descoped.
[i]Hand Cannons[/i]
The fastest rate of fire hand cannon like Zhauli's Band have slightly better recoil direction and have more hip fire accuracy (this change excludes TLW)
The slowest RoF hand Cannon like The First Curse causes slight flinch to guardians when descoped. They also have increased accuracy at range but no changes to damage falloff.
[b]Special Ammo[/b]
Guardians who are killed will drop special ammo that can only be picked up by the opposing team. That ammo is proportional to whatever the killed Guardian had, up to a full magazine of special. (They had 3/4 of a mag of their shotgun anmo left, you get 3/4 of a mag of whatever you have). This will help increase special play but not overdue it. It will also encourage more tactical aggressive play. This will also encourage use of faster rate of fire special weapons since they will get more special ammo from a dead guardian.
Changes to sidearms below.
[b]Special Weapons[/b]
[i]Sidearms[/i]
When you die with a sidearm, you no longer respawn with whatever amount of ammo you died with. You will always respawn with 2 magazines worth of ammo.
[i]Fusion Rifles[/i]
Tighter burst spread. The more range a fusion rifle has, the tighter that burst remains at range.
Removed any nerfs to fusion rifles when moving.
[i]Shotguns[/i]
Faster rate of fire shotguns (Invective and faster) gain a slight accuracy buff when standing still (to promote more defensive uses).
[i]Snipers[/i]
Sniper glint becomes brighter the longer the sniper stays aiming down scope.
[b]Heavy[/b]
[i]Swords[/i]
Nothing
[i]Machine Guns[/i]
Slightly better recoil directions for fastest rate of fire machine guns.
[i]Rockets[/i]
Nothing
[b]Exotics[/b]
[i]Fabian Strategy[/i]
With this weapon equipped, you have increased resistance to melee damage.
[i]Hard Light[/i]
Less muzzle flash. Better recoil direction.
Deflected bullets do slightly more damage.
[i]Khvovstov[/i]
By quickly double tapping the reload button, you can toggle between the different firing modes.
[i]Monte Carlo[/i]
Double kills with this weapon amplify your melee damage for a short time.
[i]Ace of Spades[/i]
Exotic perk "precision kills add one extra bullet to the magazine" is replaced with "landing 2 successive precision shots will add 2 extra shots to the mag."
[i]Thorn[/i]
Thorn bullets over penetrate elemental and over shields.
[i]No Time To Explain[/i]
Chassis, scope, particle effects are now that of the Stranger's Rifle.
[i]Lord of Wolves[/i]
Buff to stability when standing still.
[i]The 4th Horseman[/i]
Getting a kill will automatically add one shot to the mag from reserves.
[i]Queenbreaker's Bow[/i]
Quickly double tapping the reload button will allow you to toggle between the two scopes and their abilities.
[i]Patience and Time[/i]
This weapon has no sniper glint when its user is invisible.
[i]Hereafter[/i]
The blinding effect also suppresses
[i]Dreg's Promise[/i]
This weapon has no damage falloff and the bolts track slightly more aggressively, but the bolts also move slower.
[i]Truth[/i]
Truth rockets now can avoid obstacles to an extent.
[i]Dragon's Breath[/i]
Napalm slows enemies caught inside.
[i]Super Good Advice[/i]
Increased stability
[b]Abilities[/b]
[i]Bladedancer[/i]
Blink no longer decreases recovery time or disables hud.
You blink a farther distance when blinking backwards.
While in Arc blade, blink cool down is decreased. You also cover more distance with each swing but you cannot throw grenades while in arc blade.
[i]Gunslinger[/i]
Tripmine Grenades glow green to teamates.
[i]Night stalker[/i]
Vortex grenade is replaced with suppressor grenade.
[i]Voidwalker[/i]
Blink no longer decreases recovery time or disables hud.
You blink a farther distance when blinking backwards.
[i]Stormcaller[/i]
The prior change to landfall is undone.
Ionic blink has a slightly slower cool down time
Movement in Stormtrance is slightly decreased while holding the trigger to shoot lightning.
[i]Striker[/i]
Changes to Juggernaught shield from prior patch undone.
Instead if you overdamage a Juggernaught shield, that extra damage will carry over to the Striker. All sticky grenades pass through Juggernaught shield.
[i]Sunbreaker[/i]
Thermite grenade's damage is increased so it kills lower armored Guardians in 2 hits.
Hammer's proximity detonation is reduced to decrease chances if it blowing up too soon.
Hammer seeking with flame seeker perk is increased.
[spoiler]So what do you think? Do you like or would it break the game?[/spoiler]
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[quote][spoiler]A Wild Gringo had appeared[/spoiler]So the new weapon's balance patch is out and has been for a week seeing the sudden changes to the meta (by both what I have heard and experienced), I have concocted a reactionary balance patch. These are just my thoughts on what should happen. [spoiler]just to note I will not be referring to the hungering blade glitch that Bungie has announced they are fixing.[/spoiler] [b]Primaries[/b] [i]Auto Rifles[/i] All auto rifles receive a slight range and stability boost. [i]Pulse Rifles[/i] The Red Death archetype and slower rate of fire pulse rifles receive a damage boost so landing a certain number of bullets (not bursts) equates to a certain armor level. For example it takes 3 precision shots and 3 body from Red Death to kill a lowest armor guardian while the slower rof will take 2 precision shots and 3 body to kill the same guardian. Only a lowest rof pulse rifle can kill a max armor guardian in 2 bursts when all shots hit. [i]Scout Rifles[/i] The fastest RoF archetype like the NL shadow all have the intrinsic perk "full auto" that can be activated or deactivated like a chroma. This perk will make the weapon full auto at the expense of impact. Precision shots from the slowest archetype scout rifles will cause Guardians to flinch slightly when descoped. [i]Hand Cannons[/i] The fastest rate of fire hand cannon like Zhauli's Band have slightly better recoil direction and have more hip fire accuracy (this change excludes TLW) The slowest RoF hand Cannon like The First Curse causes slight flinch to guardians when descoped. They also have increased accuracy at range but no changes to damage falloff. [b]Special Ammo[/b] Guardians who are killed will drop special ammo that can only be picked up by the opposing team. That ammo is proportional to whatever the killed Guardian had, up to a full magazine of special. (They had 3/4 of a mag of their shotgun anmo left, you get 3/4 of a mag of whatever you have). This will help increase special play but not overdue it. It will also encourage more tactical aggressive play. This will also encourage use of faster rate of fire special weapons since they will get more special ammo from a dead guardian. Changes to sidearms below. [b]Special Weapons[/b] [i]Sidearms[/i] When you die with a sidearm, you no longer respawn with whatever amount of ammo you died with. You will always respawn with 2 magazines worth of ammo. [i]Fusion Rifles[/i] Tighter burst spread. The more range a fusion rifle has, the tighter that burst remains at range. Removed any nerfs to fusion rifles when moving. [i]Shotguns[/i] Faster rate of fire shotguns (Invective and faster) gain a slight accuracy buff when standing still (to promote more defensive uses). [i]Snipers[/i] Sniper glint becomes brighter the longer the sniper stays aiming down scope. [b]Heavy[/b] [i]Swords[/i] Nothing [i]Machine Guns[/i] Slightly better recoil directions for fastest rate of fire machine guns. [i]Rockets[/i] Nothing [b]Exotics[/b] [i]Fabian Strategy[/i] With this weapon equipped, you have increased resistance to melee damage. [i]Hard Light[/i] Less muzzle flash. Better recoil direction. Deflected bullets do slightly more damage. [i]Khvovstov[/i] By quickly double tapping the reload button, you can toggle between the different firing modes. [i]Monte Carlo[/i] Double kills with this weapon amplify your melee damage for a short time. [i]Ace of Spades[/i] Exotic perk "precision kills add one extra bullet to the magazine" is replaced with "landing 2 successive precision shots will add 2 extra shots to the mag." [i]Thorn[/i] Thorn bullets over penetrate elemental and over shields. [i]No Time To Explain[/i] Chassis, scope, particle effects are now that of the Stranger's Rifle. [i]Lord of Wolves[/i] Buff to stability when standing still. [i]The 4th Horseman[/i] Getting a kill will automatically add one shot to the mag from reserves. [i]Queenbreaker's Bow[/i] Quickly double tapping the reload button will allow you to toggle between the two scopes and their abilities. [i]Patience and Time[/i] This weapon has no sniper glint when its user is invisible. [i]Hereafter[/i] The blinding effect also suppresses [i]Dreg's Promise[/i] This weapon has no damage falloff and the bolts track slightly more aggressively, but the bolts also move slower. [i]Truth[/i] Truth rockets now can avoid obstacles to an extent. [i]Dragon's Breath[/i] Napalm slows enemies caught inside. [i]Super Good Advice[/i] Increased stability [b]Abilities[/b] [i]Bladedancer[/i] Blink no longer decreases recovery time or disables hud. You blink a farther distance when blinking backwards. While in Arc blade, blink cool down is decreased. You also cover more distance with each swing but you cannot throw grenades while in arc blade. [i]Gunslinger[/i] Tripmine Grenades glow green to teamates. [i]Night stalker[/i] Vortex grenade is replaced with suppressor grenade. [i]Voidwalker[/i] Blink no longer decreases recovery time or disables hud. You blink a farther distance when blinking backwards. [i]Stormcaller[/i] The prior change to landfall is undone. Ionic blink has a slightly slower cool down time Movement in Stormtrance is slightly decreased while holding the trigger to shoot lightning. [i]Striker[/i] Changes to Juggernaught shield from prior patch undone. Instead if you overdamage a Juggernaught shield, that extra damage will carry over to the Striker. All sticky grenades pass through Juggernaught shield. [i]Sunbreaker[/i] Thermite grenade's damage is increased so it kills lower armored Guardians in 2 hits. Hammer's proximity detonation is reduced to decrease chances if it blowing up too soon. Hammer seeking with flame seeker perk is increased. [spoiler]So what do you think? Do you like or would it break the game?[/spoiler][/quote] Same