This weapon has crap stability and in all my playing with it, it's been less consistent than my eyasluna that has good stability and higher base range. The gun also just DOESN'T feel exotic to me. I feel like I'm gimping myself by using it in PVP and quite honestly PVE to.
I believe the gun could do with a base stability buff to make the accuracy on FOLLOW UP shots more consistent. I'm thinking a 30-50 increase in stability. I also don't believe it would be OP if this gun had higher range dropoff than other HCs, perhaps pulse rifle range or even scout range honestly.
HEAR ME OUT, the first curse has a SLOW TTK of 1 second and that's IF you land perfect shots. If you don't you're pretty much just dead. The only guardians it can drop fairly quickly are very low armor guardians. How often do you run into guardians with minimal armor? Honestly?
The HC is not OP in crucible now and feels underwhelming to use. If increasing the dropoff is a no go then at the very least could we see a base stability buff on the first curse?
Thoughts?
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The slow rate of fire Hand cannons should do 98 to the head at optimal range to ensure a two shot headshot and they should also have a higher base range than other hand cannons so they have their place.
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Just make it a guaranteed 2 shot
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The weapon seems Perfectly fine in it's current state but maybe some perk changes like changing triple tap to something else and a tiny rate of fire increase or something would be nice, mostly because when i use it i end up trading with the other person by the time i hit the 2-3 precision shots to kill.
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Edit the First Curse perk so that EVERY critical kill reloads the mag. It rewards precision, but the bonus doesn't set in until you get a crit, which right now means I need to pick between using the clip first or proccing it early and that's it. Neither option is appealing.
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Maybe no triple tap? I can never get it to proc in PvP, and I wouldn't use this gun in pve, since there's more efficient guns
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It's not a pvp hand cannon. It's this weird hand cannon that doesn't win close range. Doesn't win long range and sometimes wins mid range. You're better off using jade rabbit.
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first curse is fine, I played with it, stability is fine, fire rate is decent, perks are amazing :-)
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All hand cannons need a range buff. Bungie sooks when everyone farms for the same perks. Well guess what, it's because range sucks. And cannons suffer from wayward accuracy because the range sucks. So fix it, then we might see guns with a range of perks being used.
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It's such work, it really needs to be more remarkable than just a vanilla HC. I'd say drop-off needs to be tweaked, stability seems fine and if you can handle it right, which isn't hard if you can use HCs with skill, then you should be able to kick ass. Sadly drop-off means it's just not as versatile as it deserves to be.
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If they buffed accuracy then the gun would do very well without competing with scout rifles
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This is my solution: I made this a while ago and got a lot of positive feedback. https://www.bungie.net/en/Forums/Post/208994464?sort=0&page=0
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I have complained about the damage falloff for some time now, I am resigned to the fact that it may be here to stay, but there is nothing wrong with showing my support for its removal . First Curse should not have damage falloff to the degree that it has right now. It is equivalent to a range nerf, and diminishes one of the hand cannons best features, its midrange potency. This falloff has all but doubled the number of rounds required to kill a target in the mid range. Stabilty can become a bit of a crutch. I started Destiny as a Gunslinger, and related heavily on the stability buffs that subclass provided. It took a long time to readjust to not using those buffs, but now I find that I am more accurate without any buffs, than I ever was with them. As for First Curse, it performs best with the least amount of stability, anything more just feels off.
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I think that the first curse problem is the same with all the other hand cannons. Ghost bullets.
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Increase the RoF by 10-15%. Or just give the RoF from TLW to the TFC and I can be a happy camper!
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Edited by VanillaRug14: 9/16/2016 11:59:28 AMThe First Curse should either refill the mag after every precision kill or refund 3 shots to the mag. It otherwise has limited use as you have to get the perk to proc before it can be used long range as intended. Either that or make it activate on spawn and it only removes if you switch weapon but will proc again on precision kill. Agree that triple tap is no good on this gun zen moment or reactive reload instead sure!
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I'm calling it right now. Bungie's going to try solving the complaints about hand cannon bloom by removing it from The First Curse [i]only[/i].
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Edited by M3schk360: 9/16/2016 12:30:26 PMHow about range? Lol Edit: sorry that's basically drop off
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All it needs is "feeding frenzy" or "spray and play" perk. I have never had any stability issues when firing this gun. Therefore, I can assume that the perk Dead Eye works very well. For example, with characteristics of range and stability 53 and 7 respectively, it works for me (even without activating the second exotic perk) much better than Judith-D (Sureshot IS) with 47 and 19 (I'm not talking about the range efficiency, but more about recoil control as Ghost bullets happened approximately in equal proportions for these guns). The problem of this weapon is that the developers have positioned this gun as a long-range PvP weapon due to its slow firing and a link to The Last Word "brother". But almost nobody uses it as intended, as the scout rifles are much more efficient in this segment of the weapons. It's a PvE weapon with a very shitty reload speed, so it's not used in PvE. All that Bungie need to do with this weapon is to remove the silly Triple Tap perk and replace it with a useful perk, or (at least) raise the base reloading speed, that's all.
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Some players swear by it, but I just don't see the attraction. It's supposed to fill that long-range hand cannon role, but the range penalty is just to high to consider using. At close range, it just can't compete with the fast kill time of the other archetypes. The stability is good enough, with the RoF being so low. I think the best changes would be to increase the base range and reload speed. Also, maybe increase the damage or RoF while TFC perk is active?
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If hand cannons in general got bloom removed and all aspects of bullet rng fc would be fine along with hmoon and other hcs.
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https://m.youtube.com/watch?v=AnXKDXj-Z24
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Change triple tap. It just doesn't belong on a hand cannon. It never procs. Zen moment or Range finder will probably fix it.
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I think it is in a very good place where it is. it has good range, great stability. couple it with the Radiant dance Machines and your world will never be the same...
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They should make the intrinsic perk activate on every critical kill, or at least have feeding frenzy or outlaw to replace triple tap. Rangefinder would be nice too It suffers from being slowest rate of fire needing a 3 shot kill for the most part, while faster hc's do the same, it's supposed to be the sister hc to tlw but it is nowhere as deadly Giving it crowd control would serve it well if it was integrated into the intrinsic perk
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It suffers from occasional phantoms that I'd like remedied first and foremost.