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Edited by I, RUSTLER OF JIMMIES: 5/9/2016 5:47:43 AM
76

Buff or Replace the Useless Gunslinger Subclass Perks

Replace or buff the three useless perks in the Gunslinger Hunter subclass with something actually worth using. -Circle of Life: Killing an enemy with Throwing Knife while Golden Gun is active extends the duration of Golden Gun. (Also increases armor by 1)......... Tell me, is not the purpose of Golden Gun to get kills with the SUPER? And what am I supposed to do, Weaken them with Golden Gun? It is undoubtedly Utter Garbage. Throwing knives can't even get kills in Crucible unless an enemy is without -At Least- 2/3s of their shields, and that is If you get a head-shot. Nobody uses it, AND hunters lose out on a little bit of armor because it is so pointless. Buff critical damage with the throwing knife while the super is active or just have critical kills with throwing knives outside of the super give an extra golden gun shot for the next super, up to two extra shots, but the extra shots accumulated would disappear upon death. (Celestial Nighthawk would boost up from 6x damage to 8x & 10x damage to compensate for the extra shots.) (Perk rename Ideas: Mastery’s Reward, True Lonewolf) Currently, this perk has literally no use outside of Celestial Nighthawk as it stands, and even then it is VERY situational. --------------------------------------------------------------------------------------------------------------------------------------------------------- -Dead Eye: Significantly increases the accuracy of Golden Gun.............. Yeah, no it doesn't. It just gives a slightly smaller hip-fire reticle. golden gun is already as accurate as it gets. If you can't hit someone while aiming down sights, you have no hope. Make this perk allow Critical Damage to be done with the super. It would give people something to aim for and the name would actually make sense then. --------------------------------------------------------------------------------------------------------------------------------------------------------- -Over the Horizon: Increases the range of Golden Gun. (+1 to Recovery stat.).......... Useless in both PvE and Crucible. It just extends the distance of damage drop-off of Golden Gun. You can't exactly snipe effectively with Golden Gun unless you have AT/S Arachnid (which is a MASSIVE joke among exotics because range is never a big deal unless you're playing Crucible on BIG maps, and even then most people aren't stupid enough to stand out in the middle of the open.), so why bother? How about >> Essence of Light: Kills with Golden Gun generate more orbs of light -OR- generate concentrated orbs of light (Higher energy orbs). (+1 Recovery) In My personal and honest opinion, Over the Horizon should be part of the base super (just extending the range of the super in general) considering that you are firing [i]Hyper-Concentrated[/i] Rounds of Sunlight out of the barrel of a Hand Cannon. Do you really think that kind of potential damage would start dissipating after 50 feet? --------------------------------------------------------------------------------------------------------------------------------------------------------- Make no mistake, as far as neutral game goes Gunslingers are fairly balanced, but it could use more viable options like a couple other older subclasses as well. I will accept either the ideas I listed above, or 35% Damage Resistance while Golden Gun is active with slightly more useful versions of the three listed perks than the versions we have currently (Example: throwing knife kills charge your super). All things considered, this is being fair in comparison to the new subclasses we got with The Taken King and in all honesty, I think it's about time the old subclasses classes got a fair reboot to some of their less-than-desirable perks. (Except Sunsingers because they are very reasonably well-built classes. Only thing I can really say is I will NEVER use Angel "Clay Pigeon" of Light.) I also had the idea that if all the class changes came, the adjusted subclasses would be reset back to having all base abilities but none of the ability modifiers, and there would be a mandatory questline that Explained all the changes that happened. (anybody approve?) Last note: Does anyone else feel like Gunslingers should have Quickdraw (faster weapon switching) because of their Old West Cowboy origins and that Bladedancers should have Chain of Woe (Precision kills boost reload speed) because of the Arc Energy flowing through them? Thoughts everyone? ========================================================================= Edit: just so you guys see from my perspective, Stormcallers can essentially fist of panic someone while activating their super, then still roam around and cook entire teams. Hell, Gunslinger hunters are the most vulnerable when activating their super. We can die from basic primary weapons in the time we take activate our super only to --maybe-- get a max of three kills on average if popped in optimal circumstances. Stormcallers can run, jump, landfall, then cook people around walls, quite possibly Sweep entire teams just by looking at two people in optimal circumstances. Golden gun can get 3 kills on average best case scenario. And you may want to argue that Stormcallers may have a three tick Time to Kill whilst blade dancers are instant kill on people outside of their super, but those three ticks happen awfully fast to be arguing about. If you want to talk about easier kills, you can hit airborne target far easier, Blade dancers attacks are fairly ground based. both have to be in a certain range to kill, but blade dancers have to be right on top of their targets and only get a three swipe combo, warlocks can hit more than one target at a time, hit from a fair range and have a constant feed of damage. In one-on-one battles, Stormcallers would most likely and more often than not kill the blade dancer. Golden Gun hunters are also the only super that gains no form of damage resistance. Titans not only get more hammers, but they also get the high damage resistance when in their super. And if you really think range has a lot to do with this, it really doesn't. Realistically speaking, it's very minimal due to the fact that any player is almost never more than 150 feet away from any number of enemies when they choose to utilize their super. I think this is more of a factor of not wanting to waste 10 seconds trying to find someone then ultimately wasting it without getting even one kill. One could even argue about the sizes of the maps in crucible. In more cases than not, I'm dropped by sunbreakers at longer ranges than hunters. The optimal range for GG is little larger than that of HoS, but if you miss even slightly, titans at least have possible seeking hammers and impact AoE that kills, hunters have No way of getting redemption unless there is a very unlucky enemy behind the original target. [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] Edit: After speaking with some of you and reading some of your comments, let me just say not all of the perks that I mentioned are useless. Rather they are just lopsided as to usefulness in the different game modes. (PvE and PvP) Some people find more use out of the perks than others, but that doesn't mean they aren't lackluster in their usefulness. That being said, I still think it is universally true that the current purpose of the Circle of Life perk is still Very useless, regardless of which game mode it is being used in. This perk needs to be changed completely.
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  • Realistically we need golden gun to do critical damage. It's idiotic that I cannot roast a boss with my three gold gun shots. As it stands, I am better off to save my golden gun shots for taken captains, or just use a different super in PvE. I think that it works well in crucible but there definitely needs to be an armor boost upon use. It's silly that you have this intensely powerful weapon of flaming death but still have the armor of a toddler.

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