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Edited by Xendrie: 5/28/2015 8:08:30 AM
206

The HoW "raid" weapons are boring and lackluster, here Is why.

Keep the weapons as they are.

522

Your suggestion Is in the right direction.

2190

Other (post below)

113

Let's start with listing all the perks that is randomized on the new fallen themed "raid" weapons: [quote][b]Demotion[/b] This weapon has a chance to stun Fallen Captains. [b]Disciplinarian[/b] This weapon deals a small amount of bonus damage to Fallen enemies. [b]Dreg Burn[/b] This weapon deals moderate bonus damage to Fallen Dregs. [b]Shank Burn[/b] This weapon deals moderate bonus damage to Fallen Shanks. [b]Mutineer[/b] This weapon has a chance of suppressing a Fallen Captain's abilities. [b]Vandal Burn[/b] This weapon deals moderate bonus damage to Fallen Vandals.[/quote] So, I love the new expansion, the challenges in the PoE dungeon. But what happened with the perks on the "raid" weapons? All the weapons has one set perk and one randomized. But these are just very lackluster for the current content (even for the skolas fight). The vandal, shank and dreg bonus shouldn't even be there to begin with. Most weapons will kill these guys no effort at all, even if yellow and/or shielded. The other 2 which supress and/or stuns captains are mildly useful, but still not enough to warrant it's own spot. That leaves "Disciplinarian" which increases damage by a small amount on fallen. In my opinion this is the only perk worth to have, but if you take a step back and look at the crota weapons, they had "hive disruptor" as a secondary perk, not taking up 1 of the 2 main perks. I cannot understand why this decision was made. Firstly it makes the "raid" weapon less unique. Everyone wanted the black hammer. No one will say the same about any of the new weapon. The perks are just way to lackluster. They are not weapons that sticks out and they are no more fun of getting than the random 331 gear from the chest (that you actually can re-roll for useful elements and perks). [b]Edit[/b]: if you wanna see how lackluster the new weapons are check out the fusion rifle. http://www.destinydb.com/items/2763938995-servant-of-aksor It will always spawns with one of the perks i have been writing about but it also spawns with "hidden hand", the set perk. This perk increases the aim assist, which means easier to get headshots, on a fusion rifle. You can't even do that on a fusion rifle. Did they even think that perk trough? [b]Edit end.[/b] My suggestion is to rework the perks and remove the vandal, shank and dreg perks. Then put the 3 that's Is left (fallen stun/supress, and small dmg to all fallen) as an optional perk (just like the old VoG gear and the new sidearm where you can choose either of the perks). And in it's place actually put some perks that is memorable and fun. These would make the weapons more fun, unique AND you can choose the perk that fits your tactic/playstyle. These are just my thoughts and opinions. I'm not saying I'm right. But I do know there are more people out there than me that's asking the question, what is the point of the new gear when the old gear is so much better and fun (Black Hammer, Fatebringer, vision of confluence). Please Bungie. Make these weapons something worth to use and to remember rather than something i gathered just to hoard them.
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  • They want the raid weapons to be useful in the raid. Just like the raid armor. They don't want the raid weapons to be the be all end all, just very useful for their intended purpose, PoE. Lots of people comparing about how hard the content is (except for the gjallarhorn strategies), but that's because you don't yet have the armor that boosts recovery and agility and armor and super recharge and grenade recharge and melee recharge. Once you have full loadouts of armor for fallen, cabal, vex and hive, I imagine it's going to make the encounters easier.

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