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Bearbeitet von TKG Wildfire: 11/25/2015 3:03:44 AM
33

Supers and Heavy Weapons

In crucible getting a super and/or heavy weapon ammo can be the difference between holding down an objective like the B flag in Control or taking the spark to the enemy's rift. A well timed super can clear a path or force the opposing team to back off or lose the engagement. Also their is a significantly lower amount of skill hip firing a Grenade and Horseshoe's rocket launcher in a chock point and getting a triple then shooting a primary and getting a triple or delayed triple. How to fix this issue 1. Make grenades and horseshoes perk go the way of shot package. 2. Balance Golden Gun by each shot consumes 1/3 of your super unless you have exotic armour piece that allows four shots and make it use up a quarter instead of a third. 3. Bladedancers need to have movement slower down to 90% of their current movement speed. Razor's edge should shot a thunderbolt instead of a thunderwave. 4. Nightstalkers tether is reduced to less that 1 meter when quither is active in the skill tree. 5. Sunbreakers need to have damage reduction to match the one shot potential of 1000 yard stare and the Eirene r4. Hammers should kill one direct impact or require more hammers to kill the guardian. 6. Striker need an animation for the fist of havoc to last 1.2x longer. 7. Avoid Defenders. They're balanced. 8. Voidwalkers have a range reduction to Nova bomb so it makes it more defensive of a super. 9. Sunsingers have no more insta-kill melee abilities while radiance is active. 10. Stormcallers have to commit to a guardian for an extra 2 seconds and have a slower travel speed. 11. Less ammo for HMGs about 30% of their current ammo capacity to make it note scarce to rely on aim and precision than the spray and pray tactics. 12. Swords blocking ability should be reduced to 80% effectiveness of current standards. Hopefully this will balance supers to a strategical asset instead of a free kills system that it is currently.

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