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#feedback

Edited by Kienamaru: 11/24/2014 6:06:01 AM
62

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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  • 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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