Yup im diving into something controversial here. So just here me out first and then call me whatever you want.
Let's clear this out of the way first, the reason why im making this post is that Revoker in its current form breaks the ammo economy in Trials and Elimination just a bit.
Missing a shot should in no way reward you with ammo. Yes it does encourage you to make more aggressive shots, but it has a significant advantage against any other sniper in the game.
If two snipers go head to head against each other, 1 with Revoker while another with......idk an Omniscient Eye, and they both end up missing there shots, the Revoker player will now have an advantage as he gets his shots back. While the other player is left with only his primary weapon. It becomes an issue to where the only way you can counter a Revoker, is with another Revoker. Just look at the top most weapons being used right now and tell me Im wrong about this.
Remember getting your hands to as much special as possible is a huge advantage in Trials. Just look at how D1 turned out. Weapons that abused or exploited the ammo economy became dominant in Trials. Ice Breaker, No Land, Sidearms, Universal Remote, Invective. Not alot of players used any other weapons, because they were clearly dissadvantage if they did.
Ammo crates usually spawned when most rounds would be over. If a team used any other weapon, they would have to be special-less for at lest 30 seconds
Mulligan does this to a degree aswell, but its a random chance that this will happen instead of it being garanteed.
I also understand that we did work hard for this ritual weapon, and its perk should definately be unique.
So here is my suggestion as to how we can keep Revoker not only feel rewarding, but maintain its signature perk and balance it a little bit.
What if Reversal of Fortune returned your bullet if you get a kill with a headshot. If you miss your shots, no ammo for you. Keeps the game balanced that way. If you hit your crits, you keep having ammo for your sniper. Not only that but this change still beats any other reload or scavenging weapon perk im the game. All the others still require some form of work to get back ypur ammo. Tripple Tap or 4th Times The Charm for example. So how about it guys? Are you ok with this suggestion?
I mean its way better than any other ammo regenerating perk we have currently am I right. It doesnt replace Whisper in PvE, and it does what it needs to do in PVP.
Also on the side note, fix tied rounds to actually be tied rounds. Dont give the point to a random team and call it a day.
Also another suggestion, at the end of every round, everyone should start with 2 rounds of special, and special shouldn't carry over. Clearly gives an advantage to the winning team for the next round, while the opposing team is stuck with 2 rounds of special
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#destiny2
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8 RepliesNow that would break the ammo economy. Infinite ammo, infinite range, infinite kills, no thanks.
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4 RepliesEdited by BlueKiBlast: 3/29/2020 5:00:42 PMThis is why we don't have pinnacle weapons people cry nerf all the time. When this weapon was teased people shat on it now that it's viable people are complaining
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7 RepliesThe gun is fine they way it is.
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Bad idea. 0/10.
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1 ReplyI think the gun would have the same problem but now in reverse. Old problem: infinite ammo on misses causing sniper spam to be free of consequence New problem: infinite ammo for kills, sweats reap the rewards and camping lanes becomes easy as pie I think the perk needs to have a cap on misses before bullets become lost. However I assume the programming for that would be damn near impossible.
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8 RepliesSo, you want it rework it to completely invalidate whisper of the worm? Nope. It’s fine the way it is. And this is from somebody who doesn’t have it, so no, I’m not protecting my crutch. I think the ammo economy is a cop out complaint whenever it is raised (on this or any other weapon). You want to rework it? Extend the time to regen bullets. Make it so you can’t fire another shot for 3,4 seconds, then it’ll come back. Forces you to stay with your sniper but not fire a quick follow up.
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5 RepliesMy Rework: - Hitting a enemy with this weapon removes some ammo from the hit targets magazine. Specials would lose 1 shot, heavy would lost all ammo, and Primaries would lose the amount that slideshot gives back. I think its 10% 🤔.