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#feedback

Edited by DuBChiri2: 9/26/2018 10:36:20 PM
0

Can we buff code of the juggernaut?

I like code of the juggernaut, but in comparison to code of the earthshaker it doesn't really do all that much. It has a weaker melee, weaker super, shorter duration grenades, and an exotic does the exact same thing as juggernaut but better (skullfort). To me, it's designed to be a skill tree to sustain the titan as a whole, but even the health regen perk doesn't always help because it's tied to melee. But I don't think it's a bad perk. What I think though, is that the melee charge itself is too weak. From my experience, it doesn't deal anymore damage than a normal melee and the buff lasts about 8 seconds, but it's a pretty solid buff. If I were to make a suggestion, it would be to increase the melee charge damage by about 35-40%. Now that is definitely a large amount, but, this subclass is designed to punch and having its melee as weak as it is sucks. A 35% increase in crucible would only make it do about 136 damage but a whole lot more in pve which is where it would be more necessary. Knockout is also a really good melee perk, but it's overall utility is limited because meleeing targets is so dangerous. If possible, adding a 15% damage reduction for 3 seconds after procing knockout by hitting a target would definitely be useful for improving the utility of melee for this skill tree. 15% wouldn't be op in crucible and it's short enough to prevent abuse, but it will promote it's more aggressive playstyle. For trample I think the amount of super energy on return has to be increased. Unlike dawnblades, it only gives you just enough to move for a second before you HAVE TO use your super attack again, and killing extra targets grants no extra return, and since you also can shoulder charge pretty quickly, you have to wait for its cool down to go away otherwise you get nothing. Either increase the amount it gets per kill, or make it so getting multi kills increases the super energy on return. If possible, for trample as well, maybe having the melee ability recharge 25% faster while running. Just a bonus to expand the utility of the perk.

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