It's like everyone is saying though. Not ALL autos need buffing. Go look at the auto that killed you and 99% of the time I bet it was a fast firing auto rifle, not a mid or slow auto rifle.
Also like you said, yes their is a perk that staggered people with x amount of head shot damage + y amount of body shot damage, with a fast firing auto that usually means you can stagger an enemy with 1/3-1/2 a clip which does make them OP.
Again go and look at the autos that you are loosing to and you also mostlikely will find they have ridiculuse stability. This means that rather than the bullets scattering like a 12 guage shot gun they fire more like an auto rifle with little to no kick, resulting in ridiculuse accurate + DoT auto rifle. Add in stagger and your guaranteed to lose most of the time, fast pulse are just as bad with the same perks.
ALL primary types in my opinion need a buff. Bungie has nerfed them all resulting in slower games than Y1. BUT you can't say all autos or all hand cannons need buffing. Each type of each primary needs adjusting.
In my opinion fast autos should only have a range just longer than fusion rifles, they should be close up primary's, which is NOT where you should be using hand cannons, unless their fast firing like the last word.
Mid fire and mid impact autos as well as slow fire and high impact autos need a buff, so that they can compeat in the areas they were designed for, mid and mid-long range fights.
In my opinion. All primary weapons of the same distance type, eg mid vs mid rather than close vs mid, should kill within the same time frame, with relatively skilled players.
For example I feel bad juju and suros are within the same category. Thus they should kill a standing still player at the same distance at the same time.
Not hyperthetically (your not likely to get perfect headshots with suros at mid range, 90% maybe but not 100%)
What Bungie need to do, especially for Destiny 2. Is to make certain roles on certain weapons to not be possible. Double stability on any auto or pulse rifle is op, especially with the right sight.
God role weapons are always OP compared to most exotics, let alone nearly all legendary roles that arn't god roles. And without any way to create god role weapons besides getting lucky, then players who hammer game types compared to casual or new players who either can't or don't want to do that.
Until either god roles disappear or become available via other means than pure luck, then their will always be someone complaining about some being OP.
Before weapons and sub classes it was light lv and horrible drops on raids which was the only way to raise your light lv. Bungie introduced a easier way to get higher light lv's and easier ways to raise armor light lv's and now you see practically no complaint about light lv's on the forums.
Bungie needs to listen to players and alter not nerf weapons/subclasses. The recent fix to burn damage is a prime example of what NEEDS to happen. Titan shoulder charge is OP, not cos of the damage or instant kill, but the ability to constantly use it without coinciquences . Either limit the time between each use or make the titan more vulnerable for using it. When use the titan loses shield or even takes a small damage to health (not shield) when contacting another player.
That wouldn't nerf shoulder charge.
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