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Edited by Minty: 10/26/2018 2:10:34 AM
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Minty

Malfeasance Needs a Buff. The Problems with it and the solution

Its been awhile since the Malfeasance quest has been around. Me and my friends have had the lucky opportunity of getting and finishing the quest and have had sometime with the weapon. We all agree the weapon is very underwhelming and doesn't really deserve its exotic category. Youtubers such as Ehroar and Mtashed have had similar experiences deeming the weapon to be terrible in its current state, however with so many people showing discontent with the weapon nobody has shown any solutions, fixes, or suggestions. Therefore I comprised a couple possible fixes to the Malfeasance to make it much more versatile, exotic, and powerful weapon compared to others. The main problem with Malfeasance is that its too situational. The Explosive Shadow perk takes to long to proc and the Taken Predator perk only has use in Gambit. I do realize this is a Gambit gun, but for an exotic it should be much more versatile. Besides that the gun is severely outclassed by other weapons for Gambit. Examples include Sleeper Stimulant, Whisper of the Worm, Midnight Coup, Polaris Lance, and Thousand Voices. Because of this my changes will focus around the improvement of this weapons performance as an overall gun, and hopefully allow it to compete against other exotic weapons, and weapons in its class. [b]Solutions[/b] [b]Original[/b] Explosive Shadow activates upon the fifth consecutive shot on a target. [b]Changed[/b] Explosive Shadow will activate upon every third shot landed. Reason - Explosive Shadow has very little scenarios in which is it used. Reducing the number of shots needed to proc Explosive Shadow allows for Malfeasance to be more versatile. This change also allows players to spread the slug explosion damage among various targets, as they don't need to stack 3 shots on one enemy but simply land 3 shots in general. [b]Original[/b] Slug Combustion damage against opposing guardians deals 20 damage per explosion. [b]Changed[/b] Slug Combustion damage against opposing guardians now deals 9 damage per explosion. Reason - Because Explosive Shadow will now proc on every third shot landed players will have the ability to proc it against other players. To make sure this isn't unbalanced every slug combustion will deal 9 damage, so that a full detention only deals 27 damage. This will allow the perk to only be significant if the wielder lands 3 head shots equating to 57+57+57+27 = 198. Specifically setting the combustion damage to 9 allows for the Malfeasance to consistently 3 tap guardians to the head, but never 2 head shots 1 body. This increases the skill sealing for the gun, and gives players who do not have the time nor skill to get Luna's Howl an exotic kinetic alternative. [b]Change[/b] Slugs now explode whenever the target they are attached to dies. Explosion radius scales off of the number of shots needed to kill the target. Reason - Historically the primary slot has always been devoted weapons that can clear enemies efficiently in PVE. Because the Malfeasance has no dragonfly or firefly it struggles with multiple targets, however the weapon does have AOE capabilities. Allowing for Explosive Shadow to proc on an enemies death makes the perk have more use in the weapons overall gameplay. This also allows for the weapon to be truly optimal in Gambit where players face off waves of enemies. However this would still not be enough, as the explosions from the slugs aren't large enough. At first the explosion radius should equal to that of fire fly on the first shot, with the second increasing the radius by 10% and the third increasing it to 15% from base. [b]Final Change[/b] Targets damaged by slug combustion have a slug attached to them. The slug will detonate upon the next activation of Explosive Shadow. Reason - While I've just listed many changes this final change is what really wraps up the Malfeasance's perk synergy. This concept was mostly taken from the Sentianl Code of the commander, but it allows for the gun to be a stronger add clearer, and allows it to compete with others such as Sunshot and Graviton Lance.

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  • The problem is your unwanted diagnosis and solution. Play the damn game or don't. Either way, get over yourself

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    • Make it a three tap if you get 2 precision hits because exotic

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      • Why not just increase mag to 16, set it to proc every 4 shots, and increase the overall damage from the explosions? It would be the most forgiving 180 for pvp since 4 body shots could kill

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        • Sounds good. The grid is fine but the gun is currently not worth it.

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        • Edited by Lcky ig: 9/30/2018 8:41:21 AM
          Like the main ideas for the buff but one thing that bugs me is that slug combustion went from 20 to 9 yeah if you land 3 slugs and get them to explode it would probably take a good portion of health but maybe you could go from 20 to 15 something or keep the damage like it is, i mean it is a exotic so let it give some wiggle room for power and advantage sure some would say that that could make the weapon op but i mean with the rarity of the main primeval spawning and the fact it is a exotic it could work (plus like literally any other hand cannon with a god roll like a trust or the ace/duke 44 could just out shoot you in a matter of seconds or just 2 or 3 tap you)

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          • What if reloading triggered the explosions?

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          • How about increasing the spawn rate for the boss that drops the quest? Can’t find it anywhere.

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            • i like what your doin here but i cant realy give any feedback until i get the quest ive seen the boss 7 times now and ive still yet to kill it and get the quest

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              • I dunno how you say that the explosions never proc and are super situational. If you use it for a whole day of every single activity you'll find pretty quick that it's a shield-shredder, and dominates groups of thrall and packed mobs surprisingly well. I believe the intended purpose is to make a primary that can hold its own for breaking shields on tougher enemies like wizards and centurions and the like, without needing to swap to an energy weapon. It seems to do really good damage to them, as if the explosions aren't affected by the kinetic damage reduction or something. It also serves a purpose as a very decent artificial range extension, similar to explosive rounds. Yeah it doesn't kill bosses in 10 seconds like whisper, but it's fun and feels powerful enough to warrant the slot for general activities if you have a good rocket launcher for bosses. The only changes I would like to see, is that it actually gets the in-air accuracy of other 180 hand cannons <right now it has the same as 140's i think, which ruins it for me> - and that multiple guardians shooting the same target will detonate when the enemy is hit 5 times by ANY of the slugs. So focused fire would be constant explosions and stagger. Based on the lore of the weapon he basically says "arm everyone with these and we could take shin out" Well.. give it a reason to truly be wielded by a whole fireteam. :v

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                • How about making it a proper hand cannon too? Getting tired of these 180 rpm pieces of garbage. Why is there only one and a half proper exotic hand cannons? Destiny IS hand cannons! Make more!

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                  • [quote]is severely outclass by other exotics.... example: sleeper, whisper of the worm, thousand voices, MIDNIGHT CUP.........[/quote] whats with everyone thinking that handcanon is that good that now is considered exotic lol...

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                    • Honestly, who cares what YouTubers think.

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                      • Taken predator isn't just for gambit, it's for all taken on any planet, any mission anwywhere.

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                      • I like the weapon how it is.

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                      • I would actually prefer if the charges provided a stacking burn that would THEN detonate on round 5. That way you at least are getting some extra damage and it gives a more understandable and worthwhile build up, while making it less detrimental if you don't get the 5th shot off. Next, it would be to make the weapon deal more damage against UNSHIELDED targets. It's designed to have shells burrow into targets, and with pesky shields it should just be normal...but once it's gone, boom 10-15% more damage. This alone would make it a pretty solid dps weapon and one that's more fulfilling.

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                        • 3 shots is too strong in pvp with the current damage.. they can just remove the part where you have to do it on a single target.. just make it every 5th shot and you've got yourself a ad clearing machine.. or you could make it that after the 3rd hit the enemy gets a debuff and 5th shot explosions

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                          • Liking how you put midnight coup as an exotic lol. I unfortunately haven't had the opportunity to get it. Running solo I've played around 30 games, and I've seen 0 spawns of the boss. It wouldn't matter anyways considering I've only won about 7 of those 30 games because of people who don't have thumbs.

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                            • Honestly, 3 head taps would be overpowered as shit. The only thing keeping lunas howl and not forgotten in check is not many people have them?

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                              • Yeah played around 10h now with that gun and even if i really like the look and handling this gun is utterly underperforming for an exotic. A good PvE solution would be to, get rid of the 5 borrowed shots and make it a more chain reaction thing. Every target with a burrowed slug in their body chains a Void Explosion to all enemys in a 2m radius upon the 5th slug is burrowed or a target dies prematurely. Kinda like a mix from Riskrunner and Graviton Lance. This would implie a different fun way to get a perk procced and has some nice value to it even in pvp or single target situations. The Gambit Dmg portion should be removed as i truely believe a weapon esp. a exoctic should be always a good pick regardless of content. Rework this Gambit Perk to a more supportive perk, each burrowed slug decreases the Kinetic dmg resisten from all sources by 1% for 3s. This way you have a bit team support and your 2nd - 5th shot deal a bit more dmg. Maybe give a stacking dmg resistence debuff for the Slug explosions aswell to further bring in some skill sceilings and to bring this weapon on par with AoS/Sunshot.

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                                • Is there any way to get that boss to spawn? 32 games later and I still haven’t seen it

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                                  • Nice post. Can tell you put a bit of thought into trying to make it exotic but not broken. praying this comes into effect cause it is an amazing looking weapon and it deserves to be used more.

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                                    • Mtashed is awful for reviews. Only good to watch if you like hearing funny noises. Ehraor is better. But i'd have to disagree with his opinion. it could be better sure. But I don't think it's worthless.

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                                      • Calm down, you're going to make another Thorn Year 1 if you ask to buff a weapon like this.

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                                        • [quote]Its been awhile since the Malfeasance quest has been around.[/quote] When did you get a time machine? What year are you living in? The quest hasn't even been out [b][i][u]1 WEEK[/u][/i][/b] and you're saying "it's been out a while" gtfo...

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                                          • 48 hours and a bit considered a while? 😂

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                                            • Tried for 30+ hrs 1 spawed in first 2 hrs havent seen it in 100 games plus. It's atrocious how long its taking im about to reset for the second time im at 14700 points and its 15000 to reset so such a huge disappointment how this is why won't bugie say anything to clarify things a little.

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