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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.

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  • 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.

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