JavaScript is required to use Bungie.net

Destiny 2

Discuss all things Destiny 2.
9/18/2018 4:47:16 AM
10

Code of the Missile

Dear Bungie, Please #BuffThundercrash 1. The final perk is too weak and also feels out of place and awkward... Who slides over ammo? Why would i slide if my melee requires jumping and my super requires me to be further away/airborne? What percentage does damage get buffed, 10%? 2. The melee ability requires sprinting, jumping AND charge time only to not kill the person you hit and give you a recovery time/animation. In comparison, shoulder charge requires Sprint, instant hit, no recovery for a 1-shot-kill. Shotgun melee requires no recovery AND let's you cancel out of loading animations. It also pairs well with multiple exotics but they don't help much. 3. The super itself is a one-off with damage falloff and no added tracking bombs (void bomb), exploding targets (celestial nighthawk golden gun) or balance for the recovery time/animation. The aftermath isn't as big as the actual explosion. The damage is completely gone if a person is behind even a thin piece of cover. The flight time seems to only last half the super bar AND uses the super energy even if it fizzles out before it hits anything. 4. Perk 3 is fine, doesn't give too much super energy but it gives enough to feel worthwhile. [u]Final notes[/u] (TL;DR) The melee ability feels better than the super but sucks in PvP. The slide perk sucks and feels tacked on. The super is underwhelming and has a low effort-to-reward ratio. Perk 3 is fine. Thanks for Forsaken... And give us back the Service revolver base weapon.

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by DuBChiri2: 9/20/2018 6:48:45 PM
    Ok so...i didn't like the slide perk at first, but it's actually pretty useful in crucible. It sucks when you just pick up special and you have to reload, but you can slide and reload instantly...assuming you have the gun equipped. It's handy, but not usually useful. The melee charge is actually really good. I've killed many people with it and I honestly think it's better than shoulder charge. Unlike shoulder charge, it can be used to jump enemy groups HARD causing them to face you if you flew behind them or causing them to jump around in fear. If you have allies nearby, it's a perfect set up for them. It's really fast too so you can rocket straight into enemies and deal some pretty heft damage. It's got a pretty big splash radius too. I think with the melee charge, getting multi kills should refill the melee so you can make better use of the perk. Yes the perk itself is really good if there are a bunch of enemies, but skullfort is really the only thing that makes it worthwhile. Let's say 4 add kills fully replenishes your melee charge (25% each) And 33% for guardian kills. The super itself is really fun to use, but I wish they would remove the force drop down when running low on energy because it really limits it's range...not that you would be using it very far anyways, but still. Maybe increase the aftershock damage by 100% to make it more effective in pve. If the super itself does 80,000 damage, why do the aftershocks only deal 3000 damage? These are my thoughts on it. And one last thing...i personally think giving ballistic slam the ability to one shot would be incredibly op considering how fast it moves, how big the aoe is and how it's aerial. I think it's power and animation are fine, but the super energy perk needs to be tweaked to allow for more utility of the melee without an exotic equipped.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    9 Replies
    • Innertia Override is my only real gripe with Code of the Missile. I haven't found a single instance where I've been able to use it effectively. Damage buff is too short so if that's the route they want to go then they need to lengthen it. Personally, I'd rather them go back to the drawing board and come up with a neutral game perk that actually synergizes with the rest of the skill tree. I mean Slideshot is far more useful than Inertia Override in almost any situation and I can get it on any weapon. Now if they made Inertia Override function just like Slideshot with a little extra kick, I'd be completely fine with that. Or have a perk that is similar to Focused Breathing but instead of Sprinting cooling down class ability it cools down melee. That way it plays into Ballistic Slam and charging constantly for Thundercrash.

      Posting in language:

       

      Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    • I only agree with the slide perk. It doesn't syngerize with the rest of the subclass.

      Posting in language:

       

      Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    • Thundercrash does extreme damage if you smash-land on a bosses face. Straight up kills most field bosses and can take up to a third of a nightfall boss with arc singe.

      Posting in language:

       

      Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

      2 Replies
      • Nailed it. Needs some work. Is it just me or is Thundercrash also really hard to target accurately with all the lightning filling up the screen as you fly? Ballistic Slam is very difficult to get of when you want to, especially in tight spaces. It’s very easy to jump and expect Ballistic Slam to activate only to find that you grazed a wall and lost momentum. It needs to be a OHK in Crucible to make it worth while. Inertia Override seems more like it should be an armor perk rather than a subclass ability. I haven’t found it useful at all.

        Posting in language:

         

        Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

        2 Replies
        • Honestly it’s good but lazy on Bungie, it’s not a new super it’s a slightly modified old one. And yes I looked at the super bar and you barely fly for have the bar so you have little air time and yes the melee is ass I’ve been killed in the animation AND after because it’s not a one shot

          Posting in language:

           

          Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

        • I agree with your first point, I mean we are supposed to be punching not shooting, just read the strikers lore BUNGIE. Your second point is good but harder to fix, maybe it should stun opposing guardians? Also we shouldn’t have to sprint before jumping. I personal think the super just needs to able to fly longer it main benefit in crucible is that it is safer to get to opposing guardians(less time to impact and harder to shoot, in my experience) Agree perk 3 is fine. Finally not this tree is not the easiest to use in crucible and it was not designed to be a crucible beast. If we had the subclass options of destiny 1 this super would close to OP.

          Posting in language:

           

          Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

          2 Replies
          • Omg u are really asking for the strongest super to get buffed WTF !? And yea i also tried it and its already fkn strong but not my playstyle. Crying over one perk that isnt OP lmao...

            Posting in language:

             

            Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

            1 Reply
            • You get the good things and complain like a little shit, just use the other Codes and don't keep complaining, Bungie worked hard on this [spoiler]Or at least I hope...[/spoiler]

              Posting in language:

               

              Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

              5 Replies
              • I disagree with the super part but the melee and final perk i agree with. I think the final perk needs to be removed and replaced all together. It completely ignores the strikers motto of “at close quarters, a fist is better than any gun”. I think it should be: running increases movement speed over time and the more you run the bigger the radius your death from above and super is and does increased damage.

                Posting in language:

                 

                Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

                3 Replies
                You are not allowed to view this content.
                ;
                preload icon
                preload icon
                preload icon