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#feedback

Edited by Flubble99: 7/5/2016 12:42:20 PM
158

Guerilla Fighter, Surrounded, Danger Close and many more.

What do these perks share in common? They are all things that make you sigh at all the time you spent grinding, wanting that perfect roll. In this post I will cover all perks and what they are good on, as well as improvements for bad ones. The post overhauls all primary perks (Not the ones with 3 options, like Braced Frame or Hammer Forged but the ones like Crowd Control or Hidden Hand) on all weapons. If I missed some, be sure to tell me. List of perks that are balanced: [u]Triple Tap[/u] (Scouts, Snipers, Handcannons) [u]Firefly[/u] (Smite of Merian, Scouts, Snipers, Handcannons) [u]Outlaw[/u] (All primaries, sidearms, snipers) [u]Third Eye[/u] (All primaries) [u]Hot Swap[/u] (Sidearms, Sniper Rifles, Fusion Rifles, Auto Rifles, Handcannons and Machine Guns) [u]Hidden[/u] [u]Hand[/u] (All weapons except rocket launchers, shotguns and sidarms) [u]Rangefinder[/u] (All but Rocket Launchers, Snipers and Scouts) [u]Army of One[/u] (All weapons) [u]Life Support[/u] (All weapons) [u]Reactive Reload[/u] (Handcannons, Scout Rifles, Auto Rifles and sidearms) [u]Crowd Control[/u] (All but snipers and fusion rifles.) [u]Counterbalance[/u] (Machine Guns, Pulse and Autorifle) [u]Hip Fire[/u] (Machine Guns, Auto Rifles, Fusion Rifles) [u]Full Auto[/u] (Shotguns, Scout Rifles and Pulse Rifles) [u]Grenades and Horseshoes[/u] (Rocket Launchers) [u]Tripod[/u] (Rocket Launchers) [u]Tracking[/u] (Rocket Launches) [u]Luck in the Chamber[/u] (Hand Cannons and Sniper Rifles) [u]Rescue Mag[/u] (Shotguns, Sidearms, Scout Rifles and Hand Cannons) Perks that need buffs: Icarus - Fusion Rifles and Hand Cannons are the two weapon types working best with Icarus, and it does not work well with other weapon types as such. Should the perk be restricted to only these weapons there would not be much of a downside. A way to buff this perk could be the removal of vertical recoil as to allow shooting while in the air to become better than shooting on the ground, and this would work great with hip fire. (Fusion Rifles, Hand Cannons, Some scouts) Guerrilla Fighter - This is a perk nobody uses, but here could be the solution. After being shot, when recovery begins there will be 5 seconds of increased reload speed, weapon swap and equip speed as well as applying a 5% damage resistance buff. This promotes the usage of cover, as the perk was intended, while also allowing it to be useful in both PvP and PvE scenarios. (Machine Guns, Auto Rifles, Scout Rifles, Pulse Rifles, Snipers and Sidearms) Partial Refund - Upon getting an assist on a kill 10% of your magazine will be recovered. (Machine Guns, Auto Rifles, Pulse Rifles, Scout Rifles) Persistence - Increases more accuracy, faster and also reduces first shot recoil. (Machine Guns, Auto Rifles) Last Resort - Also enhances radar resolution and the buffs are more effective. (All weapons but Sidearms, Auto Rifles, Machine Guns and Scout Rifles) Relentless Tracker - After a kill all enemies currently within 10 meters from you will be highlighted in red, even through walls, for 5 seconds. This allows you to temporaraly see any enemies that could be approaching, and temporarily track their movements. (Sidearms, Scout Rifles, Shotguns and Handcannons) Danger Close - Enhanced radar resolution, increased handling, increased reload speed when two or more enemies are within 5 meters, and all enemies within 2 meters are highlighted red in that range. (Rcoket Launchers, Shotguns, Fusion Rifles and Hand Cannons) Surrounded - When surrounded by 3 enemies within 6 meters, the damage bonus will occur. The radar resolution will increase, along with a buff to agility and movement speed while surrounded by these enemies. When moving out of range or after there are less than 3 enemies the bonuses will remain for 3 seconds if 1 enemy is within 6 meters and 6 seconds if two are. (Shotguns, Fusion Rifles and Handcannons) Focused Fire - A smaller decrease in fire rate, a damage increase is also lowered to balance this. The change would reduce the amount of bullets to kill, but would not be so extreme as to take longer doing so, similar to using a weapon of a different archtype. (Auto Rifles - Could possibly have machine guns) Spray and Play - Activates upon having only 20% of the mag left. (All weapons but Shotguns and Fusion Rifles) Rodeo - Also applies a small bonus to stability, along with previous buffs. (Auto Rifles and Pulse Rifles) Fitted Stock - Increased stability bonus by 50% (this is pretty obsolete compared to stuff like Perfect Balance) - (All primaries, Machine Guns and Sniper Rifles) Feeding Frenzy - Increased length of time active after a kill. (All Heavies, Sidearms, Auto Rifles, Hand Cannons and Scout Rifles) Glass Half Full - Increased damage bonus. *Another thing that could be done is each bullet is more damaging than the last, but could be balanced by the first 25% of bullets being weaker than normal, not really too much of a buff but at least it makes it a bit more interesting, a damage bonus would still be better though* (Auto Rifles, Scout Rifles and Pulse Rifles) Grenadier - Slightly increased amount of grenade energy. (All weapons but sidearms) Cascade - Melee kills have a 20% chance to reload this weapon and will otherwise increase reload speed for 5 seconds, and killing an enemy with this weapon within 3 meters gives a 15% increase in melee damage for 5 seconds. (Shotgun and Sidearm) Zen Moment - Increased stability bonus. Bonus improved based on consecutive shots, like gunslingers trance but not as strong. (Scout Rifles, Auto Rifles and Pulse Rifles) Eye of the Storm - Applies as soon as damage is taken, the amount of accuracy bonus applied increases as health gets lowered. This perk is also buffed to apply a larger bonus. (Machine Guns, Sniper Rifles, Fusion Rifles, Auto Rifles, Scout Rifles and Hand Cannons) Underdog - Nearly balanced, just a slight increase to the applied bonus. (All weapons) Performance Bonus - Increased chance to occur, and getting multikills with this weapon increases the chance for it to occur. (Shotguns, Snipers and Sidearms) Kneepads - This perk is primarily shotguns and fusion rifles. Increased accuracy while sliding (reduced bloom especially, something to make it good to use this perk on fusion rifles and make them better with it), distance increased more. (Shotguns and Fusion Rifles) Battle Runner - Increased slide distance, increased speed while sprinting and increased mobility while aimed down sights after getting a kill. (Rocket Launchers, Sidearms, Hand Cannons, Fusion Rifles and Shotguns) Replenish - This weapon will have half of it's used ammo restocked upon using your super and all of your weapons will be reloaded. (All weapons except Scout Rifles and Sniper Rifles) Close and or Personal - 33% increase in melee damage after landing a hit with this weapon, active time increased by 50%. (Shotguns and Sidearms) Final Round - Increased damage on last round of magazine, a kill with this round has a 33% chance to add a bullet to your reserves. (Shotguns) Unflinching - Slight increase to the buff applied. (Machine Guns, Pulse Rifles, Rocket Launchers, Auto Rifles, Sniper Rifles, Scout Rifles and Fusion Rifles) Private Eye - Slight increase to aim assist and zoom when crouched and not moving, along with the effects of Unflinching to a reduced degree. (Auto Rifles, Scout Rifles and Sniper Rifles) Take a Knee - Very large decrease to vertical recoil and both first shot recoil and bloom while crouched. (Auto Rifles, Scout Rifles, Pulse Rifles and Sniper Rifles) Surplus - More likely to find ammo for this weapon, increases reserve size (similar to having an ammo buff for the weapon on armour). (Rocket Launchers, Machine Guns, Shotguns, Fusion Rifles and Sniper Rifles) Who's Next? - Increased reload speed and increased weapon swap speed, along with increased mobility aiming whilst aiming down sights for 10 seconds. (Rocket Launchers, Sniper Rifles, Hand Cannons and Shotguns) Mulligan - Increased chance of happening. (Sniper Rifles, Scout Rifles, Hand Cannons - Could be added to Rocket Launchers???) Exhumed - Increased bonuses to range as well as a bonus to weapon swap and reload speed for 20 seconds later. (All Primaries, Sidearms and Shotguns) Secret Round - Missing a bullet results in an extra bullet being fired at no ammo cost. Hitting all 3 bullets of a burst may return a bullet to the mag (20% chance). (Pulse Rifles) Vacuum - Picks up all ammo in a certain radius instantly when holding this weapon. (Rocket Launchers and Machine Guns) Cluster Bomb - Need a damage boost, is not effective right now. (Rocket Launchers) Clown Cartridge - 5% increase to activation rate. (Sniper Rifles and Rocket Launchers) Headseeker - Increased damage boost. While active it has the effect listed at the side of the screen. Could possibly be added to Auto Rifles. (Pulse Rifles - Could be added to Auto Rifles and Machine Guns???) Shoot to Loot - Able to shoot ammo, but collects ammo in a radius where the bullet landed, allowing multiple ammo boxes being picked up. Also increased the quantity of ammo gained from those boxes, they will give 1.5x the ammo if done with Shoot to Loot. (Sniper Rifles) By buffing these perks Bungie is allowing their game to be more fun and rewarding for the players, and will induce much more variety in both perks used and weapons used, as those weapons people now find obsolete because of their perks may become viable again. Bungie, I hope you pay attention to ideas such as these, you don't need to apply these exact things, but just think next time: Nerf = reducing the fun for players, Buff = Giving more options and therefore increasing the fun for players. To those who read through this all, feel free to give some feedback on what you think needs changing and what would be a valid change.

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  • I recently got a longbow with hidden hand snapshot and shortgaze while I was over the moon I then encountered the shame of a perk guerilla fighter I then proceeded to dismantle the -blam!-er waste of space in my inventory

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