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#feedback

Edited by Kienamaru: 11/24/2014 6:06:01 AM
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Fix Hunters (They have very few unique perks and exotics)

A second glance at Hunters and where they fail in being unique in regards to perks. [b] ON GUNSLINGERS[/b] Gunslinger's Trance- This perk is found on some weapons. Where precision kills increase stability. Chances are if you're able to get precision kills you don't need improved stability. Chain of Woe- This is also already on many weapons and the only time a speed reload is needed is for use with Machine Guns and Handcannons. [b] ON BLADEDANCERS[/b] Fleet Footed- This perk is on many weapons as well though separated. Slide distance is found in Kneepads and the agility is barely more than the +2 which was added to a large chunk of legendaries after a patch. Quickdraw- This perk is on pretty much every weapon already. The only time it would really be worth it is if you want to use it alongside certain exotics that might benefit from it more than normal weapons. Encore- No one would rightly choose longer duration over regeneration. This is basically the same as Mask of the Third man except the mask doesn't even require a kill. Stalker- This is seen on Patience and Time. It seems to be a bad trend that Hunter abilities are placed on weapons. Replacements without renaming below. Gunslinger's Trance- This should increase stability and range while reducing flinch when under fire. There's currently no reason to choose this over a gun that naturally has high stability. Chain of Woe- This should ALWAYS offer a reload speed increase. The stacks should simply make that increase faster. Currently this is useless in crucible or against bosses unless you waste your ammo killing the adds. Fleet Footed- This could do what it does while also reducing the amount of time requiring to turn while sprinting or reverse directions. That would make it a true agility boost as opposed to doing what weapons already do. Quickdraw- Using this should allow you to shoot directly out of a sprint. Stopping your sprint without the need to lower your weapon. Encore- This would be more effective when combined with the Mask of the Third man and would also benefit blade dancers overall if it boosted their armor while arc blade was active. Reasoning behind this is that Hunters are the only class with Exotic gear that doesn't offer their Supers something they don't already have. Titans get multiple abilities for Fist of havoc all at once, Blindness for entering the ward of dawn, instant regen of health on an instakill attack (taking away the significance of Hungering Blade/Blink strike and the ability to respawn with it. All of these are things that they don't already have a way to access without an exotic. Warlocks get Increased benefits from Radiance which can affect the entire team drastically or an extra axion bolt while having a perk to double grenade capacity if they choose to not go with the recommended class, healing on supers that can grant increased defense (Apotheosis, Radiant Skin combo) etc. Things that they too can access only by way of exotics. Hunters on the other hand don't have any particularly deadly combos. They can't have multiple Super abilities at the same time, they don't get increased damage reduction, healing activation, or anything spectacular. They can get a 4th shot for Golden Gun or a few more swings with Arc Blade. The best they really get is Lucky Raspberry because that respawns them with a grenade which can be used to guarantee stalls or combo kills when used properly without giving the enemy a chance to shut it down. Unlike Warlocks they don't get any abilities to grant them double grenades to make full use of it. I'm not asking to make hunters OP, just that they need some sort of UNIQUE benefit in their perk tree and exotic gear. I could easily think of balanced benefits that would work well in PvE and PvP so don't let creativity be an issue to hold you guys back.

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  • Yeah I agree about Hunter stuff being on weapons a lot. Knucklehead Radar? LEGENDARIES have Third Eye. How can we fix this. Take Third Eye off of weapons! This would make the helmet more valuable. The DLC exotic armor pieces for Hunters are even worse... Don't Touch Me is decent and only for certain situations, but the other ones just SUCK.

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    • I agree some of the perks need to be looked at cough *circle of life* cough but one of the reasons i like gunslinger is because its that plain jane class. Just a classic killer type feel, no need to jazz up death right ?

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      • The new exotics for hunters are even worse.. New helm #1: zooms in with GG, basically training wheels for people who can't aim for shit New helm #2: increased accuracy while jumping, boy didn't you miss the days where everyone was bunny hopping around the map in other fps? No? Me neither. New gauntlet #1: turn invisible after taking melee damage, useless in PvP, probably just as useless in PvE New gauntlet #2: inflict poison with melee hits IF you're invisible, the only exotic that's a chore to use to get the effect out it which will probably only be the same rate thorn gets, why couldn't you just add poison to the melee ability and drop the invisible requirement? New boots: move faster while aiming, it's useful but is it really worthy of an exotic slot? While titans get: New helm: increases duration of blessing and weapons of light New helm #2: adds unstoppable perk, so you can have shoulder charge and not be able to be killed during FoH New gauntlets: find more heavy ammo and heavy ammo gives more rounds, basically surplus for all your heavy weapons and purple ammo drops more often New gauntlets #2: deal damage whenever you receive melee damage, so pretty much if something tries to hit you it's like touching an electric fence New boots: shoulder charge lasts longer, oboy it should be fun to see people spam this even more now.. New boots 2#: can't remember the wording but basically the flying knee to the face strikers can do does a ton more damage And Warlocks get: New helm: using void bombs reduces the cool down of void bombs.. Gee, that doesn't sound OP at all New helm #2: every enemy around you gets disoriented when you revive, so pretty much a free kill for sunsingers even if the person is ready and waiting to kill them as soon as they revive, not sure if it applies to getting revived by team mates New boots: adds an extra jump, okay granted that's pretty lame New gauntlets: adds additional charge for scorch and energy drain, I think that's like hunters extra throwing knife? New gauntlets #3: kills with void light abilities grant a shield.. So if I understand this correctly every ability void walkers get a kill with grant them a shield? Grenades and super included. New chest armor: enemies killed by ignite explode, whether that's useful or not it's super badass New chest armor #2: gain an additional fusion grenade, now sunsingers can get 3 fusion grenades because of there tree perk, because two just wasn't enough

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        • Hunter is built around making your weapons more useful. It is for people who would rather rely on tools rather than their own power. Sounds to me like you chose the wrong class...

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          • The hunter is a perfect class. Hell, I deleted my 3rd titan to make a hunter because I missed my old one.

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            • In reality hunters are better in many ways, with their high agility they are notably faster than the other classes even when their stats show the same. The work with precision and stalking, creative thinking, which lacks from most pvp players. Yes titans can absorb damage well and warlocks are damage dealers to the masses but hunters were made to hit massive damage to one character and blend back into the game or run away. The hunters trowing blade can kill in one hit if it's precision which can instantly regen and/or they have two while the blink strike can inta kill from behind or insta kill if hit in the head. Only the titans charged hit can do that while everything else requires two hits. The blade dancer strike is quick and is hard to hit while covering a large area, the golden gun can one shot kill anyone from a distance . The titans slam can kill everyone in a small radius with lasting damage, the bubble is great to help heal teammates and nerf in coming damage but this can set up a blade dancer to have 3-4 easy kills, warlocks do great damage in a large radius but lack speed and damage absorption, the resurrection is almost pointless unless you plan on suicide bombings and even then that is the easiest super to kill without them hurting you in return. They all have their ups and downs, and different was to play that can appeal to different players and their strengths. I love the hunter in pvp and in a 1-1 match they will when everytime if built right and skill is high. They are meant to take down groups or mobs but rather to pick off the big guys so that your team can take down the others. Each class has a role titans are meat shields, warlocks are in support roles to help deal damage and buff players, but hunters are special they support from afar or in the shadows just outside of the fray waiting for the right time to take out the beefy player. But in all reality they are support, titans are the football stars while warlocks and hunters are the real game changers. That's how it's built, even in the real military look at it this way. Titans = infantry/ front line. Warlocks = artillery/ field support. Hunters = sniper teams/ special forces. Each has jobs that require different skills but all are needed to fight battles and win. In reality all are great but it's how the players uses them that matters, so stop bitching and get creative with what you got.

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              • Just looking at Exotics for classes how can we compare? What Titans get: Helm of Saint-14= Blinds enemies who step into it. Okay, so the blind is normally only on Titan grenades though you'd think hunters would be the ones who disorient foes. Blindness is extremely useful in PvE and PvP. Combined with any of the abilities that force barrier or ward of dawn can grant it's amazing and practically unbeatable. No Backup Plans= improves the duration of force barrier. Normally FB lasts for 15 seconds. Throw on Relentless and not only is it stronger but it lasts for 20 seconds. When I put on enough gear for my Titan to have 69% strength I can use that barrier 15 seconds after it runs out. If I had the buff that NBP grants then there would basically be no rest period at all. Not to mention you can have Unbreakable on almost constantly giving your titan a shield that never goes away. Helm of Inmost Light= I don't think I even need to mention that this gives your Titan half of the unselected Fist of Havoc abilities. It's basically the same thing as your hunter having Showstopper and Vanish at the same time. We can't compete. An Insurmountable Skullfort= Storm fist kills healing HP and respawning with melee energy. All you need is storm overload with max strength and this becomes a huge problem. Basically hungering Blade on steroids. No need for backstabs like a hunter either. Just punch, camp, and punch again. What Warlocks get: Apotheosis Veil= healing on Super activation. This wouldn't be so bad if those supers didn't offer major damage reduction to the point where they can survive up to 3 slashes from Arc blade without the helmet. In PvE this helmet is a life saver making it to where Warlocks don't even need to self revive because they can heal and be buffed for 15 seconds while they wreck face. Heart of the Praxic Fire= Further decreasing the cooldowns of something affected by discipline and strength. Considering radiance already drastically decreases cooldowns, pairing this with gift of the sun and high discipline allows literally infinite grenades with no breaks. Following up with Scorch melee every few seconds that means endless shields if you have the barrier which also further decreases damage taken when combined with Radiant Skin making you literally God tier. Sunbreakers= Only fantastic if used to keep enemies at bay or on larger slow moving mobs. Being able to have your grenade active for 10 seconds as opposed to 5 makes a huge difference on damage output or stall if you're using them to make time to reload or swap weapons, etc. In PvP this is a huge deal with gift of the sun on gametypes like control or salvage because warlocks get potentially 20 seconds of time free on the capture point unless the enemy wants to die. Unlike other classes, you can't shoot most warlock grenades to negate them. Skull of Dire Ahamkara= improved siphon abilities and reduced damage while doing nova bomb... Siphons are already amazing, and nova bomb already allows enough resistance to tank two arc blade slashes and beat out the hunter. Combining this with the drain buffs like life steal and bloom can make for a pretty unstoppable warlock in PvE. Vortex grenades on mobs will make them temporarily invulnerable if they kill multiple enemies more or less. What Hunters get: Achlyophage Symbiote= An extra shot from our Golden Gun. In PvE this is useless. In PvP it's only situationally more useful than 3 shots. Mask of the Third Man= We get more slashes from our Arc Blade. Explain how this is more useful than simply slicing when necessary. Knucklehead Radar= So we get Third Eye without having Third Eye. A perk found on rare class and above weapons shouldn't be something we get for an exotic. It doesn't help Hunters anymore than it would help a different class. Not to mention it's the only exotic that can be rendered completely useless if you happen to have a primary with said ability. Lucky Raspberry= We spawn with an grenade energy and have better arcbolt grenades. We get more distance but that's it. Why do they not chain to more targets? And why is the only buff here for grenades? Young Ahamkara's Spine= Tripmines last longer when placed? How is this helpful? If you know where to place a tripmine their duration isn't an issue. We could at least have their proximity sensor and blast radius increased.

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                • Only thing i thing on gunslingers that needs to be fixed is their super its pretty underpowered. Bladedancers on the other hand in general do not compete with higher teir pve, healing doesnt matter on hard raid, so no point in invisibility their, your super you cant use in nightfall, lightswitch will end your life, and agility is worthless, i suggest that agility cause a new ability "evasion" that the higher your agility the higher your chances of evading minions of the darks melee's goes up. That way lightswitch doesnt end your life everytime. But it would be hard to implement that considering it could give too much of an advantage in pvp

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                  • Bump - I have always thought the perks were lacklustre. When looking at warlock or Titan perks, hunters have nothing special.

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                  • GS Hunters have nothing that makes you feel truly powerful. When I play my level 30 Gunslinger I can clearly see that it was the class that bungie said "Ugh we need a an assaassin/rouge based class...Lets just give em a shiny pistol and a throwing knife..." LAME! Titans get fists of electricity and shoulder charge and warlocks can melt you with a push of their palms like WTF?! I feel like a regular soldier in rooms full of Magneto and -blam!-ing superman. While im throwing knives and throwing puny incendiary grenades everyone else is throwing scorching balls of fire or pillars of lightning. First off, why isnt my melee fire dage yet when I throw my damn knives they suddenly light on fire? Where are the cool game changing abilities? We are literally the class that is undesired and are often booted from raids or nightfall strikes. End of rant.

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                    • Can't express how I agree with this post SO MUCH! Looking forward to seeing what Bungie has in mind when they address classes. Hopefully sooner than later.

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                    • Why would the Hunter get reduced Flinch and Recoil as perks? That doesn't fit the Hunter at all; it should go to the Titan, since they most resemble soldiers which maintain composure even under fire. The The Titan is also most synonymous with Strength which would mean the increased Stability should go to them. The Hunter is supposed to be the "glass cannon;" unable to take hits, but more than capable of dealing damage, so reduced Flinch doesn't make sense at all. Also, you want to compare the Hunter's perks to the Titan's perks? Titan gets Aftermath, which is the most easily avoidable area of effect damage in the [i]entire game[/i]. Death From Above requires Titans to go out of their way to acquire the height necessary to make use of this ability; it's completely impractical. Shockwave sends out a damaging wave of energy that is actually [i]shorter[/i] and moves [i]slower[/i] than Razor's Edge. Add to that the fact that Titans can only use it [i]once[/i] whereas Bladedancers can use it [i]multiple times[/i] in the span of their Supers. Overload rolls the RNG dice to replenish Storm Fist, no, thanks, there's already enough random elements in this game. Discharge is only [i]ever[/i] useful in the thrall-infested depths of Crota's End, anywhere else it is obsolete. Amplify is the only perk that adequately improves the Titan's melee, and even then, it doesn't make you invisible, it doesn't immediately grant you a shield, no, it reduces the cooldown time of Fist of Havoc by a small amount. The Warlock has the exact same effect, so, that perk right there is in no way [i]unique[/i]. Headstrong catapults you an extra [i]five feet[/i] when you activate Fist of Havoc while sprinting. Aftershocks gives [i]one[/i] extra burst of damage to Aftermath. [i]One[/i]. Transufsion is the only perk in that tree that actually has any utility. The last perk tree is unique to each of the classes; Shoulder Charge, Hungering Blade, Gift of the Sun, etc., so, there's no reason to complain about that. Next time, make an effort to give your argument substance before posting it on the forums. Also, I laughed when you entertained the idea that the Titan has [i]better[/i] Exotics than the Hunter. Glasshouse, Helm of Saint-14, Mk. 44 Stand Asides, No Backup Plans, Helm of Inmost Light, Ruin Wings, and An Insurmountable Skullfort all say otherwise.

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                      • While I agree hunters can appear a little lackluster in pve, any real changes would just tip the balance in pvp. As well my hunter is my favorite to raid on, it really isn't a huge deal. The biggest difference and pain people feel playing a hunter in pve is the survivability, which is all player based. There is no oh shit button or oops I died on the hunter. It's a very viable class.

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                        • I always use encore.

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                          • I know im the minority when i say i like hunters the way they are. However two things i would suggest as a change is give gunslinger precision damage and it significantly increases damage not a minor change, and for bladedancer player agility could allow a player to do "dodges" to minions if darkness, that way i can use bladedancer in nightfalls gettin my balls smacked around by lightswitch, however the dodge is only a chance and the more agility you invest the higher the chance is. Otherwise personally i like everything else on my hunter

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                          • I disagree, you picked the mid range class. Not the right or the left. You deserve average.

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                            • Agreed

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                            • Hunter is op

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                              • I say make a new exotic hunter gauntles to increase chain of woe and gunslinger trance time. 20sec. for trance and 15sec. for woe.

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                                • How bout the fact that a headshot with golden gun doesnt do more damage and isnt considered a precision shot. Which chuckle-blam!- decided this? And yes ihavent seen a raid armor for hunter or exotic that offers increased reload speed for hand cannons . Also the last word's hip fire stability is non existant. Go ahead try and get a headshot while not ads.

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                                  • Looks good accept the part about fleet footed allowing to shoot out of the sprint, that would be massively abused when it comes to shotguns.

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                                    • Yes fix them...make them more OP

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                                      • I'd settle for something that made bladedancer viable in weekly/nightfall where you can't use it at all because of one-hit melee kills from enemies

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                                      • Hunters are already OP in PvP the only thing that need work is in PVE, they are pretty much useless in pve.

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                                      • Edited by S104 Archer: 11/25/2014 4:04:38 AM
                                        One more, is the razor's edge perk. While using BD super the lock on/aim assist is out of control, but the arc wave attack is so far from assisted, aiming or otherwise, that it is borderline impossible to use in pvp.

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                                        • Bump. I would like agility to make an actual difference in the game. As it stands right now, it really does not make a difference that can be said to matter.

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