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Edited by Hoosier D. Addey: 1/23/2016 10:50:39 PM
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---HUNTERS--- Gunslinger You are right about circle of life, it was garbage day one. If anything it should be given to celestial nighthawk as a secondary passive perk and, in turn, replace that perk spot in the subclass with a perk that charges a significantly larger portion of the supercharge if you kill someone with a knife. Alternatively, have the throwing knife do Significantly more damage (1.5X/1.75X/2X maybe?[does not count towards a kill with the super]) when the super is active. This would be a secondary effect to "Circle of Life". Being Killed when activating Golden Gun at ANY Point before you are able to shoot DOES NOT F***ING TAKE AWAY THE SUPER (Same general fix for any other subclasses with this type of problem. It's Bullsh!t.) Over the Horizon should be a base part of the super minus the stat boost and add another ability such as kills with the throwing knife to charge a significantly larger portion of the supercharge (a previous example). My reasoning for this is it's not like we can snipe with Golden Gun unless we have the AT/S Arachnid exotic. Even with the "Dead Eye" perk, Golden Gun only gains a smaller hipfire reticle. {{{That I Have Noticed - I Could Be Wrong}}} AT/S Arachnid should have its current perk compiled with Dead Eye and Over the Horizon (only if Over the Horizon does not become part of the base super) and then brought into year two ***IF*** it doesn't still suck. Dead Eye (if kept in the subclass supposing AT/S Arachnid still sucks) should have extra orb of light generation upon critical kills and bonus damage toward other guardian supers if critically hit. {Critical hits on normal players do not do extra damage but only generate orbs of light; Critical Hits on other players that are casting their super (Nova Bomb/Fist of Havoc/Shadow Shot) or that are in their super (Blade Dancer/Sun Breaker/Sunsinger/Stormcaller) Does 1.5X-2X damage. (More of a counter/alternative for being the only super without a Defense buff while the super is active.) Critical kills on other players using their supers grant 2 bonus orbs, "critical" kills on players out of their super grant one bonus orb. Effects of Dead Eye carried over to PvE: enemies without shields killed with headshots produce one extra orb of light, enemies with shields take 1.5X critical damage and critical kills produce two orbs. Major/Ultra enemies without shields take 1.5X critical damage generate two orbs upon critical kill, Major/ultra enemies with Shields Take double critical damage. Bosses with AND without shields take double critical damage. {[Mechanics of this feature: if a reticle is lined up over a target's critical spot, the shot will do bonus damage supposing the target is warranted to take bonus damage, if key hole is active, the shot will do the same bonus damage rate to any other targets behind the primary target, regardless of whether or not they were critically hit.]} *******Adjust Bonus Damage Accordingly/////Most Of The Listed Bonus Damage Rates Listed Are Just For The Representation Of The Idea******* ---WARLOCKS--- Voidwalker doesn't need a faster supercharge rate. As a warlock, I sucked in PVP and got 4 supers a Game easily, I main a hunter and I am pretty decent most of the time, and I can barely get two supers in a game, Three IF I am destroying the other team and everybody else on my team is doing poorly. Ever since Mercy rule was implemented, I rarely see Three of my own supers in a single game as a hunter. Everything else you have listed I can agree with, within reason.
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  • With the Iron Harvest perk for defender titans, add small super energy for each kill with orbs for your teammates to slightly buff it. Also it takes away from bastion.

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