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Destiny

Discuss all things Destiny.
Edited by o stargazing o: 11/27/2016 12:22:53 AM
95

Gunslinger buff

YES, BUFF THEM!

690

NO, THEY'RE FINE!

295

NERF THEM, THEY'RE OP!

26

YOU'RE JUST A SALTY HUNTER

112

TLDR: The main areas where gunslinger needs change is within tripmines, swarm grenades, throwing knives, small changes to golden gun, and both gunslinger's trance and chain of woe. So I've been taking some time to play the gunslinger recently. I've been a hunter main since when I bought the game in March 2015, so I've been playing the gunslinger for a while, and I thought I'd make a post about my thoughts. Grenades: Incendiary is fine. Tripmines, I feel, should have their damage reverted to 194. If you're unobservant enough to walk right into a tripmine, you deserve to be punished. They're also relatively easy to run right past. Swarm grenades are very situational and are arguably the worst grenade in Destiny, so I would make their tracking similar to that of a skip grenade, so they can't be easily outran. A damage buff is probably needed as well. Jumps: No changes. Melee: Personally, I feel like throwing knives require too much risk and skill to be utilized effectively. Firstly, I think they should have their former damage returned. I never felt like they were OP, both in using them and being killed by them. Next, I feel like if someone completely whiffs a throwing knife (it happens a lot), they should have half of their melee energy refunded. Also, I know it's a little bit of a gripe, but voidwalkers have a perk that give them super energy on a melee hit. To gunslingers, this translates as needing a PRECISION MELEE KILL, so right away, you can see a fairly large degree of difference. Along with this, energy drain is far easier to use than throwing knives and will more frequently net you kills. I feel like this point is pretty undebatable but if you have a counterargument, please voice it (politely). Super: Golden gun is a good super as it is, but having played gunslinger for so long, I can tell you the one easy way to counter it: When you hear it activated, sit in a corner. That's it. Without the armor buff on golden gun, it can become very frustrating to use on some smaller maps. So, I propose a small armor buff, of at MOST 25%, but realistically around 10%. This wouldn't compete with other super armor buffs of 100%, and I believe it would be mostly balanced. Also, I think Bungie needs to clearly explain the effects of deadeye on GG accuracy, because right now, it's kind of a mystery. I love combustion right now, and I think it's a little underrated; I must net at least one combustion kill per game on average. Other subclass perks: Chain of woe's duration should be increased to 15 seconds to match gunslinger's trance. Stacks of both gunslinger's trance and chain of woe should decrease one at a time, rather than losing them all when the timer runs out. Scavenger and keyhole are fine as they are, even though keyhole is a little situational. Over the horizon is a little redundant, since GG already one shots from most ranges. I'd maybe like to see it also improve the amount of time you can have golden gun out. If you have any feedback, please voice it in the comments.

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  • What I would change is. Tripmine, cut damage to half of year one damage. Double duration, remove red beacon and audio clues.. Then change it so once set, it will immediately explode when target enters range. Swarm is trash and needs major reworking. I would change it so once it locks on it will track the target until destroyed or target is killed. Then increase damage so that if all orbs hit one target it will kill any nonsuper guardian. Throwing Knife I would change the perk for more super energy on kill to more super energy on hit. I would also make all throwing knife nodes count as solar. Then I would remove the burn node and replace it with a stackable 5%resistance debuff that stacks. With the burn removed the knives damage can be increased to its old numbers.

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