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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5 RepliesWhy 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