No, I'm not talking about their charred color scheme or the lack of Elemental Burn Damage on the Primary Weapons (though personally I wish that was still a thing). What I am driving at is the complete lack of difference between them and the Normal Mode Raid Weapons - outside of being reskinned with new animations, and a higher Light Level - which, eh ... doesn't do too much in the way of affecting gameplay.
Weapon Perks, on the other hand, are a different story entirely. While the Normal Mode Raid Weapons are currently sufficient, Hard/Challenge Mode Weapons should be scaled up significantly. This can be accomplished by changing the default Cocoon ability into an intrinsic perk on Harrowed Weapons (just as the 'Will Of Light' Perk is currently set up) and replacing it with a Secondary Perk branch. After all, if you have a 310 Smite Of Merain w/Firefly and proceed to snag a 315 Harrowed version w/Danger Close, you'd be quick to infuse it due to the inferior perk, right? But if the Harrowed version dropped with Danger Close AND Full Auto? Needless to say, you'd more than likely hang on to it.
On its Heroic/Challenge Modifier, the King's Fall Raid currently represents Destiny's most High-Level PVE Endgame content. It's only fair that the loot obtained from this encounter makes this fact clear. I for one, would be more than willing to grind out the Warpriest for a Harrowed Elulim's Frenzy with both Tracking & Tripod, rather than settling for just one of those perks.
Below is a list of the Harrowed Raid Weapons, and how they could be, if a Secondary Perk branch was implemented (some of the Primary Perks have been moved to the Secondary branch to allow for better Setups). The Selectable Perks have been omitted, as they are fine as is.
Harrowed Anguish Of Drystan
[Auto Rifle]
• Primary Perks:
- Crowd Control
- Eye of the Storm
- Life Support
- Surrounded
• Secondary Perks:
- Glass Half Full
- Persistence
- Counterbalance
- Headseeker
*Side Notes:
- Decrease the atrocious recoil on this weapon (Even with all Stability Perks enabled it goes all over the place)
Harrowed Smite Of Merain
[Pulse Rifle]
• Primary Perks:
- Danger Close
- Firefly
- Life Support
- Third Eye
• Secondary Perks:
- Glass Half Full
- Headseeker
- Secret Round
- Full Auto
*Side Notes:
- N/A
Harrowed Doom Of Chelchis
[Scout Rifle]
• Primary Perks:
- Full Auto
- Eye of the Storm
- Life Support
- Guerilla Fighter
• Secondary Perks:
- Rangefinder
- Zen Moment
- Third Eye
- Grenadier
*Side Notes:
- N/A
Harrowed Zaouli's Bane
[Hand Cannon]
• Primary Perks:
- Rescue Mag
- Firefly
- Life Leech
- Surrounded
• Secondary Perks:
- Hip Fire
- Outlaw
- Zen Moment
- Triple Tap
*Side Notes:
- Increase Reload Speed by 30-40
Harrowed Defiance Of Yasmin
[Sniper Rifle]
• Primary Perks:
- Firefly
- Triple Tap
- Life Support
- Mulligan
• Secondary Perks:
- Perfectionist
- Hot Swap
- Feeding Frenzy
- Luck In The Chamber
*Side Notes:
- N/A
Harrowed Silence Of A'arn
[Shotgun]
• Primary Perks:
- Army of One
- Full Auto
- Life Leech
- Grenadier
• Secondary Perks:
- Close and/or Personal
- Surrounded
- Final Round
- Rangefinder
*Side Notes:
- N/A
Harrowed Midha's Reckoning
[Fusion Rifle]
• Primary Perks:
- Hip Fire
- Glass Half Full
- Hidden Hand
- Surrounded
• Secondary Perks:
- Hot Swap
- Life Support
- Reactive Reload
- Crowd Control
*Side Notes:
- N/A
Harrowed Qullim's Terminus
[Machine Gun]
• Primary Perks:
- Army of One
- Crowd Control
- Life Leech
- Surplus
• Secondary Perks:
- Persistence
- Eye of the Storm
- Grenadier
- Guerilla Fighter
*Side Notes:
- N/A
Harrowed Elulim's Frenzy
[Rocket Launcher]
• Primary Perks:
- Tracking
- Army of One
- Grenades & Horseshoes
- Surplus
• Secondary Perks:
- Cluster Bombs
- Clown Cartridge
- Who's Next?
- Tripod
*Side Notes:
- Increase Velocity by 30-40
TL ; DR
The Harrowed Raid Weapons as they are now are rather lame. Changing Cocoon into an Intrinsic Perk to add a Secondary Perk branch would give them more significance, in addition to giving more players an incentive to grind out the Raid.
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This post requires to much common sense for the development team at Bungie to understand. We kindly ask that you remove it from the forums immediately. If you do not comply the development team will be forced to "Balance" the game even further.
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Raid weapons are infusion gear. Minus the heavy machine-gun
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If they had shank burn, I would totally use it just for the novelty
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Nice type up. Too bad they'll never do it. They're far too lazy. Oh well. I got mad max yesterday. Gonna give that a spin for awhile. I'm over bungies nonsense.
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It's just plain laziness on bungie's part. Instead of creating unique weapons for different difficult modes they did a reskin and change some of the nodes. I mean the weapon themselves are not bad, I was hoping for it to be different.
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I totally agree. The raid weapons have just been completely abysmal compared to the past. Even if you exclude fatebringer, VoC, and maybe fang of it yūt, the old raid weapons were still just plain better than the ones we've got now.
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Not to mention they can drop at 310 just like regular raid weapons. That is just supremely upsetting to get a harrowed weapon only for it to be 310.
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Unwinnable game. Same as with Challenge Mode loot. Make the Hard mode weapons demonstratbly better than those available in the Normal raid.....and those who feel they are getting locked out of participating because of what is going on in LFG will be pissed. Make the only difference a power difference....and players like yourself complain because they don't feel special enough. No-win situation for Bungie.
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Almost All of TTK is just reskins. enemies. guns, exotics, ghosts. Everything gets a reskin! nothing can escape! Even the Ghost voice got reskined.
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I agree, raid weapons are a bit lackluster.
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Agreed. I've had a 310 Defiance with Firefly since the beginning and no damn Harrowed Defiance is gonna make me give it up! I actually like the white color better than the black one.
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The problem is they suck ass.
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Edited by The Loathsome Dung Eater: 1/11/2016 4:22:17 AMCocoon does not work well with primary weapons at all when you consider the horrid intrinsic relaid speed they have. They seem to be built to spend a mag, swap weapons, then go back after cocoon procs. Sounds good in theory, but I tend to use my primary for more than one magazine at a time. So all the while I have to use a weapon with terrible reload speed even with armor that increases it. And what is up with the stability in these weapons. Just check the difference between Hung Jury and Doom of Chelchis. After the initial novelty of the raid weapons wore off, I only use the HMG as a full time weapon (unless I'm using a sword). The rest of them just don't stack up with other weapons that are available. If they had elemental damage however.......
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Yeah I was just thinking about this. The only advantage harrowed weapons have is looking cool.
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Agreed, there is no functional difference between normal and hard mode, all harrowed gear should have an additional perk column and or at least a ten point increase to all stats
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Yeah...they are pretty milquetoast. I'm collecting them as infusion material to "real" weapons
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I have been thinking this since hard mode dropped, also i think all harrowed weapons should have small stat boosts when compared to normal weapons same way like u did to AR and HC
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Or how about instead of trying to change every little thing in the game, you just play it how Bungie made it..... There's a thought! You have some good ideas but it just seems like everyone is intent on trying to change everything. Just play the damn game. If you don't like, move on.
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Why would you change cocoon? I love cocoon. Or am I a little slow today (could well be)
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But admit it, the harrowed weapons look way better than the normal. But i get your point and agree with your added perks and stuff on the guns
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They should have elemental burn No elemental burn=no point to get them IMO
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If raid weapons had 2 perks plus taken damage PLUS RELOAD WHILE STORED they would be bis/mandatory/required for lfg/ruin diversity so nty
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If you could have outlaw on the raid scout it would be nice
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It is part of the economy changes w/infusion. Most raid weapons are there mainly to infuse other stuff up. The heavies are good, though.
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I like the idea. Seems a little op, but, idk.
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Bumpety wumpety bumpety bump