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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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  • 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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