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#feedback

Edited by J Stevensontown: 8/24/2016 5:49:49 PM
17

Opinion on adjustments before ROI release

Restore Sun singer Fire bolt, Viking funeral, & over all effectiveness for the melee & flame shield. Maybe decrease the tick by 2 @ most. Energy drain for void walkers should fill health bar instantly Storm caller is good. Melee is a little nuts, but it's OK. Nightstalker is good. If a tether hits someone, they should be suppressed.. Restore gunslinger throwing knife ability. Give trip mines a bigger blast radius, but do not increase damage. Blade dancer is good. Hit detection needs a fix asap!! Striker is good. Sun breaker is good. Defender suppressor grenades should detonate 1/4 of a second faster. Defender bubble should he 100% deployed before dropping orbs !!!! Weapons are in a good place. Medium and low rof ars need to be looked @ - receive the same size buff that high rof received nerf. (Minor) High rof prs need to be looked @ - grasp / hawksaw archetypes need a high rof ar nerf sized nerf.. (very minor) - will boost red death archetype usage
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#feedback

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  • Ugh

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  • Bring back shot package and uuuuh....reactive reload on pulses

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    • Bring reforge back, add more scope time to snipers and add a centre nerf so it does not centre when moving and unless you couch or stand still for half a second the scope will sway all over the place like it would do if you moved while scoped in real life.

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    • Edited by Fiend: 8/24/2016 8:53:07 PM
      You forgot the bouncing grenades

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      • Bump

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        • Edited by Lord Kielron: 8/24/2016 8:32:11 PM
          [quote]Restore Sun singer Fire bolt, Viking funeral, & over all effectiveness for the melee & flame shield. Maybe decrease the tick by 2 @ most.[/quote] Agreed. Pointless nerf was pointless. [quote]Energy drain for void walkers should fill health bar instantly[/quote] Didn't know there was that kind of delay on it, but if that's the case then agreed [quote]Storm caller is good. Melee is a little nuts, but it's OK.[/quote] Also agree. [quote]Nightstalker is good. If a tether hits someone, they should be suppressed. Restore gunslinger throwing knife ability. Give trip mines a bigger blast radius, but do not increase damage.[/quote] Agree with Nightstalkers. Also agree with Throwing knives. I disagree on the damage part with trip mines. It's a mine, it should be a kill. [quote]Blade dancer is good. Hit detection needs a fix asap!! Striker is good. Sun breaker is good. Defender suppressor grenades should detonate 1/4 of a second faster. Defender bubble should he 100% deployed before dropping orbs !!!![/quote] Agreed on all fronts here [quote]Weapons are in a good place. Medium and low rof ars need to be looked @ - receive the same size buff that high rof received nerf. (Minor) High rof prs need to be looked @ - grasp / hawksaw archetypes need a high rof ar nerf sized nerf.. (very minor) - will boost red death archetype usage[/quote] Ehh, I don't personally think weapons are in a good place, personally but to each their own. With the ARs I think your suggestion is a good starting point to begin the minor adjusting, but I don't feel that's all that's required. With the pulses, fully agree on a slight adjustment to grasp, I kind of feel Hawksaw archtype is in a fairly good spot but the RD/ Nirwins and SC archtypes need a little love. But that's me.

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          • I agree, all of this for sure. A bump for you good sir

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            • I agree with most of everything you said. Though as nightstalkers go I think they need to do something about the grenades. The wombo combo was all but eliminated with the smoke jump/movement nerf( you can still catch people in it but it's usually the ones that back into walls like dummies) but it would've never become a thing if there was a viable killing grenade. The nightstalker grenades are all about area control which is fine because it's the support subclass but the other two support subs have magnetic and fusion grenades options on top of their area control nades.

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              • Red Death is still a great gun. You just can't use it at close range anymore. It's now a mid range weapon. Back where it is supposed to be.

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              • Edited by CatMan: 8/24/2016 9:19:57 PM
                Edit ftlog: red death need some love. All In all bump

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                • [quote] Restore gunslinger throwing knife ability. Give trip mines a bigger blast radius, but do not increase damage.[/quote] I would settle for a circular blast radius rather than the cone-style blast radius which makes it possible for the tripmine to miss a target entirely, depending on how it happens to land on the ground/wall. Also, I'd prefer to have it stick again to having increased blast radius. No aim assist added, just make it like it was before. Just my 2 cents. Your other changes I largely agree with. I would also say we need some high-end weapons we obtain only through RNG to keep us playing PVE content over and over again. These weapons should ultimately be GRIND REDUCING weapons. It doesn't need to take me 20 minutes on my 80th run of shield brothers to make the strike fun. If you give me a weapon that cuts that time by 66%, I'll have a good time and i'll keep playing regardless.

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                  • Pretty good list. I think many of the supers don't feel like supers anymore. If you can't kill a single major with the titan slam, why bother having it?

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                    • Bump

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                      • Agreed 100% on Sunsingers needing the pointless nerf removed.

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                        • Edited by AGORIGINAL: 8/23/2016 8:28:08 PM
                          I agree but can we also add that hc bloom needs to be removed!

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                          • Bu

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                          • BUMP

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