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#feedback

Bearbeitet von Spawn: 6/25/2018 12:01:39 PM
26

Making Gunslinger great again.

Hello all, thought i'd do a bit of a wishful thinking discussion today. I have a fair bit of time on all 3 classes but I've always considered myself a Hunter main. Gunslinger was my favorite subclass in D1 and while I really enjoy strider here in Destiny 2 (imo miles better than blade dancer ever was) I'd really like to have a reason to pick up slinger again. Night stalker basically takes up the hunter's slot in pve. And even if you decide you want to be offensive Strider is just much better with it's neutral game on ability up time and raiden flux sticking strider as the defacto best add killer and even probably best boss damage super in the game. There just isn't a reason to pick gunslinger in pve. Pvp wise the one thing gunslinger has over the other 2 supers is OHK potential against other supers at a distance. The utility of having extra shots with 6 shots is nice when dealing with a titan team coordinating barrier use. But it's situational. So today I wanted to give my ideas on how i'd improve the 2 existing perk trees. The idea is to double down on the themes of each class while making Gunslinger as a whole feel more like a competitive option. Or at least make it a viable choice. I will also go over exotics specific to the gunslinger and how i'd buff them. [u]Way of the outlaw:[/u] I feel that this was meant to be the go to pvp class. But it has some perks in it that are useful for pve. The goals here are to double down on it's potency in pvp but also give it a little more pve utility. [b]Deadshot:[/b] Currently this perk significantly increases your aim assist. Making shots that would normally miss land. I want to keep this. But in addition I want to remove damage drop off for this. You already need 2 shots minimum on a majority of supers. and when you throw in titan barriers and warlock over shields you are spending on average more than a single shot in a lot of instances. Having damage drop off only means people farther away don't have to worry about your super. That's just wrong. I also want kills with your super to give double the energy back. Bungie recently ish buffed the duration of all golden gun times. And let you get back some super energy per kill in order to help with the duration a bit more. I feel like this change plus the no damage drop off means 6 shooter slingers become an actual threat instead of people just running away or sitting at a distance. [b]Chains of woe:[/b] precision kills give stacks that decrease yours and your allies reload times. I'd rather ditch the stacks effect. Since you don't often make multiple stacks in pvp. And there are better reload speed options on other classes. It still helps you reload as fast as it does when you have max stacks. But now just on a single kill. And other precision kills just refresh the buff. On this I want to bring the other chain perk back from D1. So now this perk in addition to giving increased reload speed also gives reduced recoil for you and your allies. [b]Six shooter:[/b] Gives you six golden gun shots. I want to add combustion on top of this. Wouldn't see much benefit in pvp. But would actually give this cluster some pve usage. [b]Explosive knife:[/b] Not really changing anything with it. It's a decent option in pvp for around the corner kills. But I want it's explosive damage buffed in pve by a decent amount to make it a competitive option compared to other melee's. [u]Summary:[/u] These changes make 6 shooter a far more deadly super in pvp and a decent crowd control option in pve. The stacks changes and explosive knife buff are more quality of life changes that make them better/consistent options in content. Which is needed because slingers have always been about their tools. [u]Way of the sharp shooter:[/u] This subclass is more geared to pve than pvp. But it has some pvp options. Goals here are to further increase it's power in pve whilst making it a bit more of an attractive option in pvp. [b]Knife juggler:[/b] Throwing knife precision kills instantly reset the melee cooldown. This does have some utility in pvp. But it's not good enough. And in pve throwing knife damage in general is trash. Simple buff. Increase the headshot multiplier for pvp to allow 1-2 taps from a hand cannon + the headshot of a knife to kill. And for pve increase the damage of the headshot on a % base of missing health on the enemy. This % boost does not work on bosses for balance reasons. [b]Practice makes perfect:[/b] gives extra super energy on precision hits. Problem is it's barely noticable even with good uptime on headshots. I would like to see a buff in regards to how much energy is given based on what you headshot with. The more powerful the weapon the bigger the boost of energy you get. And precision kills will give a static 5 seconds where you're ability energy in general is recharging faster. [b]Line em up:[/b] Precision hits with golden gun increase it's damage and extends it's duration. Needs a buff. The multiplier should be strong enough to enable an OHK to the body in pvp if they landed a precision hit. and in pve the multiplier needs to be higher. as the first 2 hits even to a bosses face are not strong. you need to land all 3 headshots to get any worth out of it. It should be ripping the boss a new one. And the duration thing should be changed. Where if you land a precision kill it completely resets the duration. Giving you all the time in the world to make sure those shots land. [b]Crowd pleaser:[/b] enables golden gun precision damage. Precision hits generate orbs. Headshot multiplier needs a buff in pve. Wouldn't effect pvp since a headshot with it is already a OHK on anyone in pvp regardless of damage resistance. And as nice as the orb generation is it's dwarfed by hunter's other 2 classes. instead precision hits debuff the target making it take more damage. Wouldn't be as strong as the titan melting point debuff. But if landed all 3 shots it would debuff the boss more than shadow shot does. [u]Summary:[/u] Changes make the super a real damage dealer in pve even more so with nighthawk. Other changes gives it decent up time on it's abilities and more damage on the melee so this is the defacto single damage super for hunters. Some of the other changes makes it slightly better in pve providing you have the skill to land consistent headshots. but doesn't make it the better cluster for pvp. [u]General changes:[/u] ~swarm grenades start tracking farther away. ~trip mines can now stick to people and arm quicker so their harder to avoid. ~throwing knife base damage slightly increased. [u]Young Ahamkara's spine:[/u] In addition to it's coming buffs I think it should grant a second trip mine. [u]Nighthawk:[/u] Keeps it's damage increase. Loses the combustion effect since it makes zero sense. Grants Golden gun the ability to over penetrate with no reduced damage for doing so. This allows it to shoot through things like ward of dawn and knight shields. Also generates one extra orb on kill. [u]Ophidia spathe:[/u] Currently grants 2 throwing knives when one recharges (exception being the head shot kill recharge perk on the class) that should change. In addition if you happen to pick the other subclass cluster that gives 2 explosive knives the explosion is bigger and stronger. [u]Closing thoughts:[/u] Overall the aim here was to make Gunslinger...Gunslinger again. Making it's tools more potent and frequent are a big part of doing that. And by buffing the super in various fashions it returns the super to be the terror it used to be. I don't personally believe any of these buffs on their own are asking for too much. I believe some of them combined might be. But I really think all classes should get this kind of bump to make cluster choices feel a bit more meaningful and powerful. Thanks for reading~ [spoiler]Moderator edit: This thread has been moved to #Feedback forum so that other Destiny players can weigh in. See [url=https://www.bungie.net/en/Forum/Post/139533839/0/0]Cozmo's thread[/url] for more information about the #Feedback tag and its uses. Feel free to private message the moderator who moved your post, link to topic for further clarification about why this topic was moved.[/spoiler]
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