Thorn is the only answer here, with The Last Word as the clear second. Thorn is a nearly guaranteed kill in two headshots (only barring a certain class with a certain build using a specific exotic armor piece), while other hand cannons require three headshots to kill. Hawkmoon *can* kill in two shots, but it it only does so about 1/3 of the time, and it's random. Thorn also has max fire rate for a hand cannon, meaning it fires faster than most other hand cannons and takes the fewest amount of shots to kill. The easiest nerf for Thorn in my mind is to simply lessen the strength of the damage over time, it currently does 7 ticks for 7 damage each, if it did 7 ticks 3 damage each it would only be capable of 2 shotting certain classes that spec for low health (much like some high impact legendary hand cannons), but any class could spec for enough health to survive two shots.
The Last Word is also much too strong, but not quite as much as Thorn. The biggest issue with The Last Word is that there is currently a bug which results in it dealing more damage than it is supposed to. The perk for The Last Word is supposed to allow it to deal bonus critical damage when firing from the hip, but sometimes the bonus damage triggers during aiming, which makes it too easy to score these bonus shots and makes the gun capable of delivering a two shot kill to low health spec characters while aiming down sights. This bug needs to be addressed. The gun will still be very strong, since it's exotic fan fire perk allows it defy it's rate of fire stat (which is technically the same as thorn) and fire even faster, so it can get off those three shots required to kill faster than any other hand cannon. The gun also seems to defy it's range stat. Hand Cannons in general have too much range, but The Last Word has an incredibly low range stat, yet still manages to perform fairly well at the outer edges of mid range.
Finally, shotguns. I don't think singling out Felwinter's Lie makes much sense anymore, since the House of Wolves has introduced many more shotguns of a similar archetype (some of which could be argued to be better than Felwinter's Lie), but shotguns in general need to be addressed. They have far too much range, and perks like shot package and any that increase the range just make for stupidly powerful weapon. Shotguns needs to only one hit kill at extremely close ranges, but I think part of the shotgun issue is the movement ability blink. Blink makes it too easy to close the gap on players and get into shotgun range for quick kills. If they added a 1-2 second delay on weapon readiness after blinking, shotguns would just naturally become much less overpowered.
As for some of the other weapons mentioned in the poll. Any notion that MIDA Multi Tool is even remotely overpowered is just silly. Red Death kills pretty fast, but not as fast as hand cannons, and not too much faster than legendary pulse rifles. It can kill in two bursts, but you need to be super accurate, landing a majority of the six bullets in those two bursts on the head, which isn't quite as easy as simply hitting a hand cannon shot. Vex Mythoclast is borderline, but it's complete ineptitude at mid range means it's easy to counter. Sure, it beats anything at close-mid range, but it's supposed to. The easy to counter the Mythoclast is to avoid engaging the person up close. Hawkmoon I think is fine also. It can kill in two shots, but like I said before it's not a majority of the time and it's not reliable. It also fires slower than Thorn and has less aim assistance. 2/3 kills with Hawkmoon will have the same time to kill as any legendary hand cannon. The 1/3 of the time that it two shots is what makes it an exotic (It also has about a 1/2000 chance of 1 shotting, but those odds make that scenario irrelevant).
I really like PVP in Destiny, at this point having played over 2500 games, but clearly the meta at this point in time favors too few weapons. I think the changes I mentioned above need to be implemented, but I also think Auto Rifles need to be brought back up to a point of relevance. I also wouldn't mind seeing base player health raised by about 50% (from about 190-200 HP to around 300 HP). This would slow down the kill times, making prolonged engagements more common and making outplays and turnarounds more likely. I want to see mid fight maneuvering and tactics more at the forefront, rather than who can get two or three shots out of their hand cannon first deciding engagements.
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