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#feedback

3/16/2015 9:01:34 PM
20

Young Ahamkaras Spine Adjustment

Yeah, this sounds like a good change.

180

Nah, I had something else in mind.

36

Most players who play the hunter class can agree that the Young Ahamkaras Spine is one of, or the coolest, looking exotics for the hunter. When equipped though you are in for a slightly disappointing piece of gear. The extended duration for the tripmine grenade just doesn't do this exotic justice. I suggest that this exotic get it's main perk changed. Instead of the present extended duration for the mine why doesn't Bungie change the perk to two tripmines with the slightly if any duration increase. the thirty second timer on the current perk would not transfer very well over since having two tripmines sitting around on the map for thirty seconds would be increadibly over powered. Also if this was multiplied by six players with this exotic it would break the crucible. Again I suggest two mines. This would increase their effectiveness in both PVE and PVP. Give it a like or a bump if you agree and feel free to give your own suggestions. I love to hear more from everyone about how they would like to see the game change for the better.

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  • Nevermind just This particular exotic.. Let them do this for any and every underwhelming exotic in the game! Sunbreakers? 2.5 seconds increase to solar grenades? Garbage compared to any other. Make their bonuses really unique and desirable. They're using an exotic slot, make them feel like its worth something.

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    • I have a better idea. The exotic should give you improved grenades in general + a second grenade. Swarm grenades can get a larger detection radius. They kill if all of them hit the target, so they need a buff to move a little faster. Incendiary can burn for much much longer and do more dmg per tick. Tripmine could stick on the wall UNTIL something trips it. That's a worthy exotic. (Imho)

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    • I'm in favor of the arms adding a melee effect like blink strike invis without using the skill tree, or adding dot damage to your grenades.

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    • I would be down if it did something like giving you a 2nd throwing knife, so you could use a different perk f you want. Like the Titan helm's that give the freebie perks. If you look at a comparison of stats along class exotics, Hunter's routinely get the shaft. Claws of Ahamkara have no subclass restriction for Warlocks - it is pure extra melee bonanza for them. The inmost light and skullfont offer freebie perks to Titans so they can customize for more perks. Both Titans and Warlocks have chest pieces that give them an additional grenade. What do Hunter's get? An additional shot with the GG. Or a helmet that keeps the radar on while looking down the scope of a primary. Or turning invis when taking a hit. Essentially that is it. Ahamkara's Spine looks awesome, but it is useless. Aracnid helm looks awesome, but it is useless. The Lucky Raspberry is useless if you have raid boots with heavy ammo increase (as it doesn't stack). Alpha Lupi is decent enough for PvE (use that when running Crota on hard to give my teammate 9 orbs), but other than that I only wear it because it looks boss. The Mask of the Third Man is good if you are running sword, or in PvP (Arc Blade buff), and the Radiant Dance Machines are useless. Hunter's get the short end when it comes to class exotics, which is sad considering Hunter's are what people beg for in the recruitment forums: "[i][b]We need a Hunter to run sword! Help us Obi Wan! You are our only hope....oh, and have a maxed Gally[/b][/i]"

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    • How about increasing duration to all grenades and giving a buff to swarm grenade. This way no one would try to rush and go through swarm granades and incinidary grenades burn longer.

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      • Bump

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      • Bump

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      • I maxed out mine only because they look so awesome with bittersteel shader

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        • No one cares

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          • Just a flat out extra grenade would be nice, but not a specified one.

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            • am I the only one who came in here expecting the wisdom of a really old dragon chiropractor??

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            • I use it so often in pvp, and its amazing with 100% granade cooldown and weapons which restore granade energy, its easy to have 2 mines at the same time sticking arround. So often players runn in them and i get a postmortem kill bekause its a mine i placed there in another life :D i think there isnt anything that needs to be changed ... Just learn to place the mines right and its a kill for sure !

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            • It's all about the discipline for me. With the right gear setup the cool downs are incredible.

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            • Just replace it with a second grenade perk, titans and warlocks get this perk but hunters don't!!

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              • If hunters weren't cancerous enough

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                • Edited by Captain Kwando: 3/17/2015 1:50:14 AM
                  I hate hunters in PVP... But I agree with this

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                • How about make it so trip mines don't disappear over time, so instead they stay on the ground until the explode or its user dies?

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                  • 2 tripmines. Same duration without exotic perk. Id be ssoooooo happy. My hunter feels left out

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                  • Now, if only the PvE enemies didn't have god sight on these things. If you don't hit directly you probably just wasted your grenade.

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                  • I think multiple trip mines is a good idea, but here's how I'd like to see it implemented-- Throwing the trip mines happen at the same time. Meaning they are launched in a [i]V[/i] pattern. That way they can line up on walls or whichever surface chosen. It would also be nice if they didn't glow or alert minions. PVE and PVP enemies walk around them or blow them up. They're too easily avoided.

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