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Destiny

Discuss all things Destiny.
Edited by Aurik Kal Durin: 5/2/2015 8:06:48 AM
18

Buff HARD LIGHT!!!

Yes, I like these suggestions!

240

Yes, I like SOME of these suggestions...

100

No, I don't like these suggestions.

54

It's one of the coolest guns in Destiny, and yet it pales in comparison to other Exotics, performance-wise. A skilled player can make good use of it in the Crucible, but it leaves much to be desired in PvE. Here's what I think could be done to improve it: [i][b]1. [u]Replace "Glass Half-Full" with "Rangefinder"[/u]. [/b][/i] That last auto-rifle nerf made Glass Half-Full all but useless on auto-rifles, especially low-impact ones like Hard Light. On the flip side, they also nerfed the effective range of auto-rifles, making Rangefinder that much more valuable; I have it on Up For Anything, an AR similar to Hard Light that you can buy from the Vanguard, and it's one of my best PvP auto-rifles. The range bonus when aiming down sights really helps in the Crucible. [i][b]2. [u]Add bonus damage to Majors/Ultras to "Volatile Light"[/u].[/b][/i] A great way to improve Hard Light in PvE would be to add bonus damage against enemy Majors and Ultras among the minions of the Darkness; and it would fit the name of the perk, "Volatile Light"... it would be similar to the Hive Disruptor perk on Crota's End Raid gear, only it would affect ALL the enemy factions; Fallen, Hive, Vex, and Cabal. Might also make it more useful on No-Burn Nightfall. [i][b]3. [u]Remove ricochet from "Volatile Light"[/u].[/b][/i] The ricochet effect on Volatile Light is not only [b][i]completely useless,[/i][/b] it's also annoying AND it can sometimes mess with your aim; the problem is the rounds rarely hit anything after bouncing, and even when they do, they do next to no damage. More often than not, they [b][i]bounce right back at your face,[/i][/b] which is a real pain in the Crucible when you're trying to focus on your target; and you need to be accurate with Hard Light in order to be successful with it in PvP.

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  • My personal idea for hard light was to increase the ricochet and the longevity of the projectiles, then change Volatile Light so that the damage of each round is increased by about 1.2x damage for each surface it reflects off of. This would change up strategy with the weapon massively, and tbh wouldn't Firebase Delphi be fun if you could shoot at one of the walls down the corridors from B and fill the whole area with bouncing bullets?

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