Currently the Malfeasance exotic Hand Cannon which has an intrinsic Unstoppable effect is able to also take advantage of the Overload Hand Cannon seasonal artifact mod allowing it to deal with both champion types.
Likewise the Le Monarch exotic Bow which has intrinsic Overload is able to take advantage of the seasonal artifact mod Piercing Bowstring allowing it to deal with both Overload and Barrier champions.
In previous seasons it has always been the case that the game would prioritize the intrinsic champion effect and ignore any seasonal champion mod effect that would otherwise apply to a particular weapon type whenever such an overlap occurred so the weapon couldn't be used to deal with more than one champion at once, however I have always felt that that was a stupidly arbitrary limitation.
Allowing exotic weapons with an intrinsic champion effect to "double dip" when a seasonal artifact mod happens to match that weapon type SHOULD be the intended behaviour, and if that means that from time to time we get a season where a particular exotic weapon sees far more use than normal due to being the most optimal option in an activity that has both of the relevant champion types then so be it.
After all, if a Chill-clip Riptide can reliably deal with Overload (slow), Unstoppable (freeze+shatter) and even potentially Barrier champs if you get the timing right to freeze them before they can deploy their shields, then why shouldn't certain exotic weapons be able to handle more than one champ type every now and then??
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3 RepliesDownvoted cause you a snitch
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“Nerf me harder, daddy.” - no life destiny players here
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13 RepliesMalfeasance has always worked like that. The gun isn't intrinsically an anti unstoppable weapon, the explosion is what stuns them.
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6 RepliesI disagree. Having one tool to do all things reduces build diversity. I was happy for the riptide change and won’t mind when this gets fixed. I just hope malfeasance isn’t disabled for contest mode Crota as I was hoping to take this in
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Edited by Jake From Space Farm: 8/25/2023 4:56:08 AM[quote]Currently the Malfeasance exotic Hand Cannon which has an intrinsic Unstoppable effect is able to also take advantage of the Overload Hand Cannon seasonal artifact mod allowing it to deal with both champion types. Likewise the Le Monarch exotic Bow which has intrinsic Overload is able to take advantage of the seasonal artifact mod Piercing Bowstring allowing it to deal with both Overload and Barrier champions. In previous seasons it has always been the case that the game would prioritize the intrinsic champion effect and ignore any seasonal champion mod effect that would otherwise apply to a particular weapon type whenever such an overlap occurred so the weapon couldn't be used to deal with more than one champion at once, however I have always felt that that was a stupidly arbitrary limitation. Allowing exotic weapons with an intrinsic champion effect to "double dip" when a seasonal artifact mod happens to match that weapon type SHOULD be the intended behaviour, and if that means that from time to time we get a season where a particular exotic weapon sees far more use than normal due to being the most optimal option in an activity that has both of the relevant champion types then so be it. After all, if a Chill-clip Riptide can reliably deal with Overload (slow), Unstoppable (freeze+shatter) and even potentially Barrier champs if you get the timing right to freeze them before they can deploy their shields, then why shouldn't certain exotic weapons be able to handle more than one champ type every now and then??[/quote] Although I'm not 100% sure that Le Monarque can double dip, I agree with your premise. 👍 An intrinsic ability should not be penalized, nor should the piece of equipment be, just because of a random seasonal mod.
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Not only will they ‘ fix’ it because it benefits the player, they will also nerf the crap out of it and it will go back into the dark recesses of the vault… never to be seen again. The Bungie way.
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1 ReplyMalfeasance is one of the most broken primaries in pve as of right now... that overlap should be fixed. I suspect the weapon itself will get nerfed as well
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Edited by Hawpy: 8/25/2023 1:58:12 AM[quote] After all, if a Chill-clip Riptide can reliably deal with Overload (slow), Unstoppable (freeze+shatter) and even potentially Barrier champs if you get the timing right to freeze them before they can deploy their shields, then why shouldn't certain exotic weapons be able to handle more than one champ type every now and then??[/quote] A Chill Clip Riptide doesn't intrinsically stun the Champions, it does it by application of the subclass keywords Slow and Shatter; if Chill Clip isn't active (and no mod affects it - not the case this season) then it doesn't do anything. By contrast, many Exotics will stun Champions through any damage, due to intrinsic effects e.g. Divinity, Arbalest, Bastion. The artefact mods add that intrinsic ability to the relevant weapon type. The problem, whether it be considered a balance issue or a coding issue, is that a weapon can't have two intrinsic effects. The case with Malfeasance is believed to be that the ability to stun is specifically tied to the explosion damage, and not regular bullets, so it allows Overload to apply to those. However, Touch of Malice works opposite to this - in theory, it can stun Unstoppable Champions with Arc Blind from the Blight shot, but can't benefit from any Champion mods unless you equip a second Scout Rifle, for some reason. If you want another Exotic that can stun multiple Champion types on its own, look no further than Wicked Implement. It is [i]the[/i] best weapon in the game for stunning. With smart timing of reloads, it can effectively deal with every Champion solo and from the safety of across the map.
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Watch, this will be one of the first things they "fix". You know, because the glaring issues in this game aren't important 😄🤦♂️
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2 Replies[quote]Currently the Malfeasance exotic Hand Cannon which has an intrinsic Unstoppable effect is able to also take advantage of the Overload Hand Cannon seasonal artifact mod allowing it to deal with both champion types. Likewise the Le Monarch exotic Bow which has intrinsic Overload is able to take advantage of the seasonal artifact mod Piercing Bowstring allowing it to deal with both Overload and Barrier champions. In previous seasons it has always been the case that the game would prioritize the intrinsic champion effect and ignore any seasonal champion mod effect that would otherwise apply to a particular weapon type whenever such an overlap occurred so the weapon couldn't be used to deal with more than one champion at once, however I have always felt that that was a stupidly arbitrary limitation. Allowing exotic weapons with an intrinsic champion effect to "double dip" when a seasonal artifact mod happens to match that weapon type SHOULD be the intended behaviour, and if that means that from time to time we get a season where a particular exotic weapon sees far more use than normal due to being the most optimal option in an activity that has both of the relevant champion types then so be it. After all, if a Chill-clip Riptide can reliably deal with Overload (slow), Unstoppable (freeze+shatter) and even potentially Barrier champs if you get the timing right to freeze them before they can deploy their shields, then why shouldn't certain exotic weapons be able to handle more than one champ type every now and then??[/quote] Why did you have to point this out? Chill clip is already going to be nerfed for the reasons you mentioned.
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It's not actually any different this season. Nothing changed. It's only due to how the specific anti champion effects are applied to those exotics. Monarch and malfeasance for example, technically aren't intrinsic antichamp behavior. The stuns are applied to affects that are separate from the bullets/ arrows shot. Monarchs poison carries the overload, not the arrow. Same with malfeasance, its the explosion, not the bullets that have the stun. This particular behavior is why bastion, rev 0 and wishender can't double dip anti champ. They're stuns are tied directly to the projectile, intrinsicly. So they can't double up on stuns. It's no different than any other season. And likely will not be changed. They say that not double dipping is a balance issue. But my guess is it's actually a coding issue. If the exact same bullet or affect/ability could actually have to different stuns on it, I doubt the game would be able to figure out wich is which. And would on turn break the stunning mechanic.
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Queenbreaker can handle overload and unstoppable.
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Edited by CORPERATE COMMANDER: 8/24/2023 1:32:57 PMAgree wouldn't limit so many builds [ this needs to stay]
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You're literally seeing why they can't. If they can't fix it... the artifact mod or gun will be disabled before reprised Crota.