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Destiny 2

Discuss all things Destiny 2.
3/28/2024 6:44:59 AM
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I'll let everyone say what needs to be said about the time-gating nonsense.

I want to focus on the pointless and contradictory change to Master of Arms. After the initial nerf, this weapon basically fell out of the meta, being capped at 21% damage while also disabling the crit multiplier while active. How it was procced aside, it was no better than any other perk. In several cases, it was worse, even more now. I mean, look at every other damage perk if I'm remembering correctly (please correct me and give missing information as needed): * Rampage gives 10-33% damage * Kill Clip gives 25% * Multikill Clip gives 17-50% * Adrenaline Junkie and Swashbuckler give I think 5-33% and can proc fully on a specific ability kill * Harmony gives I think 20 or 25% on a different weapon kill and synergizes perfectly if your other weapons also have Harmony * Tricorn gives 10% then 50% on corresponding ability kill while active * Adagio gives 20-25% at the cost of I think 15% ROF * Killing Tally gives 10-30% indefinitely if you don't reload/ stow the gun * Frenzy gives 15% just by being in a fight long enough * Boxed Breathing gives I think 40 or 60% damage for shooting after being zoomed in for like 2 seconds, allowing weapons like Hung Jury to 3 tap * Collective Action gives I think 25% just for picking up subclass drops like Tangles * Bait and Switch gives I think 25 or 33% just for damaging with your other 2 guns * Precision Instrument gives I think 5-25% crit as long as you don't miss and keep shooting, synergizes EXTREMELY well on weapons like this seasons LFR * Target Lock increases damage by up to I think 20% in pvp and double in pve, idk * Focused Fury gives I think 25% for hitting half the unbuffed mag as crits, pretty sure it can be refreshed * Sword Logic increases damage by up to 50% * Explosive Light gives I think 25% for picking up orbs of power * Reservoir Burst gives I think 25% on full mags and causes explosions on kills * Controlled Burst gives I think 20 or 25% as long as you hit a full burst * Magnificent Howl was reworked to give bonus damage rounds based on precision kills before reloading and you guys said it will enable 2 taps again with Luna's Howl, meaning if it's a set buff and not escalating, 2 precision kills without reloading will (depending on the sandbox) buff it to a minimum of 101-115 to the head, these can be chained together * Cascade Point, while not a damage perk, still significantly increases the ROF to the point weapons like Prophet just become easier to use DMTs in pvp. * Onslaught, not a damage perk either, but once you have even X1 it becomes a nightmare on the receiving end * Desperado basically gets the same results as the previous two And for some reason, a perk that was already nerfed into oblivion needed another nerf? I should note this is during a time where several of these perks have ways of staying active much longer than would otherwise be acceptable. Subsistence, Discord, Triple Tap/ FTTC, Rewind Rounds, Overflow, Lead from Gold, Grave Robber, Demolitionist, Clown Cartridge, Reconstruction. And on top of that, you have other weapons that can roll with dual damage perks: * Falling Guillotine getting Bait and Switch + Frenzy * Blast Furnace getting Headseeker + multiple damage perks * Or Hammerhead getting combinations like Rampage + Killing Tally or Rewind Rounds + Target Lock How exactly was MOA with 21% damage and no crit multiplier on any weapon kill too strong, but you guys already made/ reprised better monsters and every weapon that's coming back with the exceptions of the three returning pinnacle weapons are all going to be even stronger than they were at their peaks? I see no reason why MOA was nerfed again to 15% when no one complained about it after the nerf, even fewer after sunsetting, and there are deadlier options than that. And basically every single other option either requires the same effort or an extra second to surpass it. Unless MOA is getting back the crit multiplier and that's enough to keep it as strong if not buff it past its current nerfed state, I'll stick with any other damage perk thank you. I might actually just stick with smgs like The Title and Shayura.
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  • I definitely see what ur going for. But I think a more fair comparison will be how recluse competes against fellow smgs. To start this off, I think most smgs feel miserable in this game. Funnelweb used to be goated with subsistence and frenzy but I think my pet beef with it is that the mag runs out too fast with not enough damage output. And I also want to clarify that in my opinion the only perk combating MOA is most likely frenzy. I feel most smgs lack ammo capacity to back up their perks like multikill clip and kill clip. In PVE target lock is also not super strong. And i feel like swash buckler and adrenaline junkie are just a waste of perks as well compared to frenzy. Frenzy is just strong because it grants damage and reload speed in 1 perk. I think this is the sole reason MOA needs crit damage back. But also keep in mind that MOA has great potential in pvp which is the killer. And while frenzy is strong in pve you don't see it much in pvp. And I feel like with MOA if it were strong enough it would dominate both sandboxes again.

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