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#feedback

12/29/2018 6:18:12 PM
12

Buff thundercrash post #9001.

I've spent plenty of time now using it. It's good with skullfort because it lets you proc impact conversion way way more as well as regenerating your health, but without it the skill tree has pretty much nothing else going for it. I can't be the only one who thinks inertia override isn't a bad perk, but a stupid gimmick on the wrong class for the wrong type of abilities that clearly point more towards pve. I like the super and melee, I really do, but having to wear an exotic to pretty much get anything out of it makes it really impractical pretty much everywhere except during trash mob killing and most basic guns can do it well enough. Even if there are a bunch of ads, typically, you won't get your super back by the time you probably need it again. It's anything but bad, but definitely not good. So this is how I would like them to buff it: Increase direct impact damage by 30%. If I hit you flying at that speed, it should DEFINITELY hurt more towards the target I am trying to hit. Enemies in the general radius won't take any extra damage. Increase blast radius by 1 meter. There is absolutely no reason a single use super should have the same/smaller blast radius compared to a mobile super, especially when you HAVE TO hit something to detonate. Nova bomb could benefit from this too. Extend maximum velocity flight time throughout the supers entire duration. Why is 55% of my remaining super used to slow me down to fly at the ground when you only fly fast for 2 damn seconds? Change that. Make it so you can manually detonate in the air, but decrease the blast radius and damage for doing so by 50% (PvP only), also auto detonate on super running out. If you are high enough, you can end up flying and nothing goes off, it basically never happens, but annoying nonetheless. I want it to have more viability when there are less things to fly directly into, but I don't want it to just be nova warp that drank red bull. Add some form of neutral game. Each melee kill recharges the melee charge by 15%. Charged or not, this subclass needs to have a form of melee regen because without skullfort it's very disjointed and honestly it's not very useful. Inertia override should reload your weapons for moving over the ammo, but grant the damage boost for sliding over it. Maybe the damage boost lasts longer the more ammo you slide over, as in it stacks duration. This perk is so gimmicky and short lived that it's basically useless outside of PvP. By the time you need ammo, everything will already be dead in pve, if not then you more than likely won't be charging into enemies to pick up ammo for a short lived damage boost at the possible cost of your life. I hadn't thought about this before, but maybe using the charged melee aoe can pick up ammo or proc inertia override. Let's say you kill some enemies right, and they drop ammo...maybe the aoe could like...suck it up and then could be used to proc inertia override. I don't know how they could make this work...maybe the aoe lingers a slight bit longer?

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