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7/26/2016 5:16:01 PM
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Personally, I'd love it if SC consumes a melee charge if it lands, and without a melee charge deals 170 or so damage (that way you can still use it for mobility purposes and on weakened targets you'll land a kill without using a charge, but for full health targets you'll need a charge). Also for Tripmines to regain their ability to stick (but keep the damage nerf) and Throwing Knives to go back to 158 damage for headshots, but have the burn damage lowered to compensate. Arc Blade should be more mobile since it requires you to be so close. I'm against more armor as the Hunter is all about speed and agility. If I was designing subclasses, an active Blade would be the fastest way to move on foot. VF should have a slightly more aggressive weakening effect to help not have as many people use Fusions as the only choice. Stormcaller, IMHO, should have a slight range nerf, but have pulse grenades replaced with Flux. As for weapons, the high impact archetype of pulse rifles should be 4-5/6 headshots for a two burst, and mid should be a full six (or 7/9, idk exactly) Higher impact autos need some kind of buff, though I'm not sure exactly what as I never used them too much. I'd like the highest impact tier of Hand Cannons (First Curse arcetype) to be able two be 2sk to the head. Remove HH from snipers as it's a pretty unless perk there. Give shotguns their ads speed back Buff Vex to be more like how it was in TDB, strong and competitive but not overly so. Also, sbmm should be replaced entirely with cbmm.
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