Nerf the range from it's version of Killing Wind and/ or handling on the weapon if you have to, but it has never felt right to use in this game except for when the catalyst first came out. The "firing animation bug" that made 140/150s basically unusable on console that took until Shadowkeep to fix, and even after, the meta hand cannons have been constantly shifting between, in no particular order (also dependent on whether the weapon was sunsetted or had good exotics to combine with):
Ace
Last Word (damn near everyone using it is combining it with RDM, myself included now in place of Rat King/ Graviton Forfeit)
Igneous Hammer
Crimil's Dagger
Palindrome
Exalted Truth
Rose
Luna/ NF
Currently, I acknowledge it's in the top 20 weapons used in crucible, but the 5 other reasons I ask this, and in this one instance I won't deny if it's a skill issue, but:
* Until it got it's catalyst, it was inferior stat-wise to Lumina in every way. Something that made no sense to me that the more offensive weapon is less capable of the very thing it's designed for. Now the stats are equal in almost every aspect.
* No matter what ornament you use, the sights blend in to the background so easily. Green (base and heretic robe), white (taken and wish), pink is somehow a little easier to see, but if you can't even see the reticle, it becomes harder naturally to line up shots, especially when rapidly firing hand cannons creates so much bloom the sights spread to the point all you can see is the dot. Red and orange are a lot easier to work with most of not every time.
* Chunky model that gets in the way of the target perhaps more than most other HCs, even ones with LESS stability.
* Since it's for all intents and purposes an "evolved" form of Rose, should it not have better stats? Instead at base, it does beat Rose in stability and handling, but Rose has so much leeway you can get 70-80+ range and 80-90+ stability, and the only downside is tanking handling, which can be improved through armor mods or if you got lucky with Perpetual Motion.
* Anyone who uses Thorn, especially regularly, I can guarantee has seen enemies being poisoned but taking no damage from the bullet itself. Maybe it's a connection issue? Maybe the poison has it's own hit box? I don't know, all I know is if I hit a perfectly accurate shot with a hit scan weapon, I expect it to damage the target.
When the weapon FINALLY felt good to use, it got nerfed after like a week, losing 2/3 to 3/4 of the stability it got and half the range. Now, maybe the reason for the range nerf was because it was too much combined with the catalyst version of KW and the poison, maybe the stability too.
But when basically every hand cannon in use in pvp, before perks like Keep Away/ Slideshot or the artificial range increase from Precision Instrument, all have 70-80 range and/ or 60-80 stability before EOTS/ Slideways/ Zen Moment/ Rapid Hit, it kind of invalidates that nerf, especially on PC where there's like an artificial 30+ stability added to basically every gun on top of reduced flinch across the board. I mean, finer aiming aside, how else would you explain them having perfect accuracy at ranges AA/ bullet magnetism is non-existent for console/ controller?
Hell, I have a Rose with 79 range and 88 stability (void elemental capacitor). All my Exalted Truths after an adept mod have between 70-80 range/ stability (before perks like Keep Away or Zen Moment). Palindrome I think is the only legendary hand cannon that can have similar range AND up to 100 stability. And all but 1 of my heavy burst HCs have 70-80 range with 60 stability or so before perks like Perpetual Motion. Not that heavy bursts are good in pvp, but the point still stands. My best 120s (Igneous and Crimil), before perks that increase range or stability, all have 70-80 range and around 50-60 stability.
So, adjust a few stats as needed, but please give back the rest of the stability that was taken away because +5 to any stat is barely noticable on any weapon. I can't really think of any good reason why the gun with sights you can't see and a model that gets in the way more often than probably any other HC is the exception to this. If the poison is the reason for it, then I guess I sort of understand, but compared to every other HC in pvp? It's beaten in most if not every other way that matters.
Sight visibility
Model
Range
Stability
Mag capacity (I know Thorn can overflow itself, but that requires you to put yourself at risk and run over a corpse, and that gives only 1 extra bullet back than you used IF you achieved optimal ttk).
The only real advantage it has over any other HC in pvp is the 85 AA and the poison, which almost never, if it even can still do so, affects ttk or forgiveness for missed crits.
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#destiny2
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Just return it to its OG glory…
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Yeah I agree. I find it very hard to use on controller due to the large model and particle effects blocking the view. Hopefully some extra stability will fix that
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3 RepliesFacts!! Hopefully they read this and make some good changes