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4/2/2019 2:15:39 AM
44

Buff malfeasance?

Malfeasance as an exotic feels rather lackluster to me, especially in pvp. The exotic perk requires you to land 5 hits in order to cause an explosion on a target. In pvp this is a niche perk that can only be taken advantage of at ranges where your damage drops off. Again this is nice but not worthy of an exotic slot. My recommendation would be to simply decrease the amount of shots it takes to proc by 1. Allowing the malfeasance to 4 shot at greater ranges than other 180s would make it more worthy of our exotic slot. Also considering that their are 180s that can 3 tap you (Luna, nf) that are only legendaries, I don't believe this is an outrageous thing to ask for. If your worried this would break pve, simply adjust the damage differently.

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  • For everyone saying that it's a team shooting weapon and that stacking enough shots on an enemy together is the reason it shouldn't be buffed in pvp baffles me. Correct me if I'm wrong but I believe malf is a 4 shot kill if your hitting your crits and a 5 shot if your landing mostly body shots. The only time the perk will help you is either A. Your all teamshoting an enemy outside your damage falloff ranges, in that case why aren't you using a pulse or a scout? Or B. You're all teamshotting somebody in their super. I understand that this weapon is meant for gambit. In that game mode yes it excels wonderfully. I'm only saying that it lacks a reason to use outside of that game mode. Having a diverse sandbox in this game is good for all players and having a wide variety of viable options is good for the game. I'm not saying make malfeasance the next lunas, I'm saying that making it more worthy of our exotic slot outside of gambit creates weapon diversity and more enjoyment for everybody. Or are we just going to use lunar, nf, ward cliff, and dust rock the rest of this games lifespan? This is my opinion, I would love to hear yours.

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