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11/4/2016 6:12:32 AM
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Bungie says, "Nerf over-used weapons." I say, "Buff under-used weapons."

The following, Poor Exotics are currently, terribly underutilized because they're significantly under-powered, and otherwise useless and impractical in a RAID setting. Along with each exotic, I will list a suggested solution to help make them MORE viable as options, rather than simply NERFING our current options. [i](Sub-Note: I will not include weapons like Thorn and The Last Word, or other weapons that are largely intended for "PVP," use, as they aren't intended for use in Raids, even though Thorn could REALLY use some "love," in my opinion.)[/i] [b]1.) No Time To Explain[/b] - First and foremost, this exotic has always been, arguably, one of the MOST underwhelming exotics for use against Raid Bosses. Versus the Chaos Dogma and Outbreak Prime, it does anywhere from 20k - 100k+ less-damage over a DPS Phase, which means that if someone decides to use it (which they won't currently), it's more of a handicap/burden to your teammates than it is a help. - My Suggestion for remedying this problem is simple: Give the No Time To Explain one, additional "Exotic Perk" to accompany it, instead of Headseeker. Either "Glass Half Full," or "Final Round." - My logic behind this reasoning: If you add either of these two perks to No Time to Explain, along with it's "rewind" ability, it will perform a similar role to what Touch of Malice performed in Kings Fall. It will allow you to deal 2x or 1.5x Damage for an indefinite amount of time, pending your ability to consistently land headshots on your targets. - Even if it's just with "Final Round," it will still make players need to expend the majority of their ammunition in a magazine, in order to get to their Final-3 rounds, and then 1/3rd of those shots dealt with the Final-3 rounds will deal 2x damage. Now, with this being said, my PERSONAL preference would be for "Glass Half Full," as with a weapon like a Pulse Rifle, even with refunded ammo, expecting someone to consistently land headshots with only 3 rounds left in a magazine would make the perk essentially useless. So my "Final Solution" for bringing relevance to No Time To Explain; "Add Glass Half-Full Perk and leave other stats as they are." [b]2.) Hardlight [/b]- This weapon has never really had a [b]set[/b] "venue" of use, though it has always been largely more-popular in PvP settings than in PvE settings. I believe we could help to change that without making it unfairly-balanced for its PvP setting, by doing the following. -A.) Increase damage vs. PvE enemies by 50%. -B.) Add "Harbringers Spark," or an Equivalent Perk, which will spawn Orbs of Light when Precision-Kills are made against "Minions of Darkness." These changes will effectively make Hardlight a viable option for Raids and other PvP scenarios, while still maintaining its current PvP Balance, with 0 detriment to those on the receiving end of it in the crucible. [b]3.) Dragons Breath.[/b] - Admittedly, I believe Dragons Breath is MUCH better off now than where it sat in Year-1, but it's still not a viable option for use in Raids, which forces people to rely on the old "Crutches" of the usual Heavy-Exotics, such as Gjallahorn, Sleeper Simulant, Raze-Lighter and Dark-Drinker, which at present are more or less the only options for Heavy Weapons in a Raid Setting. My proposed changes to bring it up to a viable option are as follows: -A.) Increase the damage of Dragons Breath's Fire against PvE enemies by 50%. -B.) Increase the duration of Dragons Breath's Fire by 3 seconds. -C.) Add a Debuff-Effect to Dragons Breath's Fire that causes enemies who are burning to take increased damage from other sources. -D.) Allow Dragons Breath to hold 2-shells per cartridge. Any two of these four options, combined to the current setting of Dragons Breath, would give it a bit more viability to add to PvE usage. However, if I was to hand-pick two, myself, I would choose the following: B.) Increase Flame-Duration by 3 seconds, and C.) Add a Debuff-Effect to Dragons Breath, similar to "Viking Funeral," that increases damage burning-enemies take from other sources. We are [b]sorely[/b] lacking in a Heavy Weapon that can offer versatility in a PvE setting, and adding a heavy weapon that can actually offer a Support-Ability to a Raid Team or Strike Team, would add an entirely new element for PvE settings. [b]4.) Young Wolf's Howl.[/b] - This is, by far, the most disappointing of any of the Exotic Swords. We have 4 Exotic Swords total, thus far, and it is honestly a very-close tie for [b]Dead Last[/b] with Bolt Caster (I'm addressing Bolt Caster, don't worry). My fix for Young Wolf's Howl is actually a fairly creative one, but as I don't think my "creative" method will have a chance, I'll also include my alternative solution. 1A.) Add the "No Backpack" perk from IceBreaker to Young Wolfs Howl, allowing it to regenerate 1% of it's maximum ammo-capacity in 5-6 second intervals. -- (NO, WAIT! I know you're typing 'PVP Broken' angry-comments down below. Just read the rest of this first!) The "No Backpack" perk will ONLY trigger when you're in proximity of "Minions of Darkness". I.E, what I'm suggesting is some sort of perk (Call it "Enemies Scent" or something? #WolfThemes), that will cause Young Wolf's Howl to regenerate Ammo when you're close to/surrounded by enemies (say, within a 7-meter radius). - This will effectively make it a more-viable PvE and Raid option, without it being at-all exploitable as "Free Heavy Ammo" in Trials of Osiris or other Crucible Settings. NOW, I realize that one is VERY unlikely, so I'll offer the more "reasonable alternative." 2A.) Increase damage from Young Wolf's Howl by 70% vs. PvE enemies. 2B.) Alter Young Wolf's Howl's debuff so that it not only increases damage taken from other sources, but ALSO so that it deals 2% "Damage Over Time" to target enemies for 5 ticks. [b]5.) Bolt Caster.[/b] - I had immensely-high-hopes for Bolt Caster when the Swords were first released. I thought it was going to be the best of the 3, because it offered a sort of versatility that Dark Drinker and Raze Lighter didn't offer, in the way of allowing you to use it as a Close-Range Melee Weapon, OR long-ranged Heavy-Weapon. How sadly wrong I was. We can remedy this, and "Make Bolt Caster Great [s]Again[/s]," (let's be honest, it wasn't ever 'great' to begin with), by doing the following. -A.) Increase Bolt Casters Ranged-Attack Damage to PvE Targets by 100% (YES, it's THAT bad that 100% damage increase would JUST put it into range with its sibling-swords). -B.) Give Bolt Caster the Thunderlords "Fire Fly" perk, causing enemies killed by its Ranged-Attack to explode, chaining Arc-Damage to surrounding enemies over a 3-meter radius. -C.) Increase the Duration of Bolt Casters Ranged-Attack by an additional 2 seconds, and increase its area-of-effect range by an additional 2 meters. By limiting these Damage-Increases to PvE, we won't have to worry about it unbalancing Bolt Casters (*Snort, Snicker*) Usefulness in PvP. Any sword in PvP is going to be a guaranteed 1-hit kill, outside of very unlikely, extenuating circumstances (A Ram-Wearing Warlock with Max'd Armor, in Radiance, inside overlapping Armor of Light/Weapons of Light bubbles, for example), but this will allow Bolt Caster to offer an "Area Control" effect that its siblings don't offer, and allow it to offer a closer-range of Crowd-Control to what Dark Drinker offers. Thats all I have for now, if you guys have any suggestions of your own, or any thoughts to add, please feel free to do so.

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  • Modificato da RabbitFly: 11/4/2016 3:32:22 PM
    I really don't understand this community's obsession with labeling something nerf or buff.. It is the same thing, it is part of weapon balance and the meta. A buff to one thing is a nerf to another and vica versa. The idea that one is positive and one is negative, well it is just something people tell themselves to make themselves feel better. No matter how much you think that buffing something somehow is good for everyone, it will always negatively affect someone/something else. To gain a semblance of balance there has to be some give and take. Otherwise we would have reached the roof where everything in the game dies when it is looked on. Seeing as you seem to be unable to see this fact, I have a hard time believing you could understand the intricacies of weapon balance. However I will read on anyways. No Time To Explain: Glass half full adds close to 1 damage per hit. Not 2x or 1.5x dmg. If this is a trade in with headseaker the increase would not be very much. It might still be better because of No Time To Explain's exotic perk, but not near what you believe it would. Hard-Light: Increasing the weapons dmg by 50%. That is insane, and it does nothing to interact with Hard-Light's exotic perks. Dragon's Breath: I am not overly against any of your proposed changes to dragon's breath, but I fear that implementing the support idea would make it so much better that it would just become the new gjallarhorn. Young Wolf's Howl: Increase damage by 75%....... Are you insane? The damage of Young Wolf's Howl is fine. What needs adjusting is the debuff that the R2 attack applies to enemies. I think just giving the debuff a much longer timer would give it a unique and worthwhile place in the exotic sword library. Bolt Caster: Sounds like you want to create Zeus' Lightning in a bottle. You are out of your mind. There is such a thing as unbalance in PVE too you know. This is why this game have had so many years of item requirements for raids. Anyways. Some constructive criticism. Weapon balance need to be more thought out than just buffing or nerfing. You need to stop believing that buffing stuff that you feel are underpowered would be good for weapon balance. You need to consider the big picture and how such changes could and would affect the game in much more drastic ways than it seems you currently believe it would.

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    10 Risposte
    • Tldr

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      • This is just my opinion but.... NTTE should do more impact Boltcaster should have tracking Young wolf should have a significantly larger clip and be able to change elemental damage Hardlight is fine...

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        2 Risposte
        • So buff under used weapons to make more weapons under used

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          • While I would be happy if my baby bolt caster got a buff, that weapon carried me through my first kings fall completions. It is a very good weapon. No it does not compete with the pure damage of the others but makes up for it with ranged utility. It was the only sword in kings fall that was usuable. Its just not a boss dps weapon. (Although it was great for arc burn omnigul farming)

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            • Buffing under powered weapons instead of nerfing OP weapons, doesn't WORK!. Think about it this way, you could nerf the matador and party crasher which are ridiculous right now OR we could do what you're suggesting and just buff all the other shotguns to be as ridiculous.

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              • Bungie has explained multiple times why they nerf instead of buff generally and have good reason

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                6 Risposte
                • The ricochet rounds on Hard Light need to be replaced with something else entirely

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                  • Nice ideas. Bump

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                  • Until bungie can separate pve from PvP, your proposal will not work. If you change things for pve, it will affects PvP and visa versa. A lot exotics that got nerfed was mostly do to the affect it had on PvP.

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                    5 Risposte
                    • [quote]The following, Poor Exotics are currently, terribly underutilized because they're significantly under-powered, and otherwise useless and impractical in a RAID setting. Along with each exotic, I will list a suggested solution to help make them MORE viable as options, rather than simply NERFING our current options. [i](Sub-Note: I will not include weapons like Thorn and The Last Word, or other weapons that are largely intended for "PVP," use, as they aren't intended for use in Raids, even though Thorn could REALLY use some "love," in my opinion.)[/i] [b]1.) No Time To Explain[/b] - First and foremost, this exotic has always been, arguably, one of the MOST underwhelming exotics for use against Raid Bosses. Versus the Chaos Dogma and Outbreak Prime, it does anywhere from 20k - 100k+ less-damage over a DPS Phase, which means that if someone decides to use it (which they won't currently), it's more of a handicap/burden to your teammates than it is a help. - My Suggestion for remedying this problem is simple: Give the No Time To Explain one, additional "Exotic Perk" to accompany it, instead of Headseeker. Either "Glass Half Full," or "Final Round." - My logic behind this reasoning: If you add either of these two perks to No Time to Explain, along with it's "rewind" ability, it will perform a similar role to what Touch of Malice performed in Kings Fall. It will allow you to deal 2x or 1.5x Damage for an indefinite amount of time, pending your ability to consistently land headshots on your targets. - Even if it's just with "Final Round," it will still make players need to expend the majority of their ammunition in a magazine, in order to get to their Final-3 rounds, and then 1/3rd of those shots dealt with the Final-3 rounds will deal 2x damage. Now, with this being said, my PERSONAL preference would be for "Glass Half Full," as with a weapon like a Pulse Rifle, even with refunded ammo, expecting someone to consistently land headshots with only 3 rounds left in a magazine would make the perk essentially useless. So my "Final Solution" for bringing relevance to No Time To Explain; "Add Glass Half-Full Perk and leave other stats as they are." [b]2.) Hardlight [/b]- This weapon has never really had a [b]set[/b] "venue" of use, though it has always been largely more-popular in PvP settings than in PvE settings. I believe we could help to change that without making it unfairly-balanced for its PvP setting, by doing the following. -A.) Increase damage vs. PvE enemies by 50%. -B.) Add "Harbringers Spark," or an Equivalent Perk, which will spawn Orbs of Light when Precision-Kills are made against "Minions of Darkness." These changes will effectively make Hardlight a viable option for Raids and other PvP scenarios, while still maintaining its current PvP Balance, with 0 detriment to those on the receiving end of it in the crucible. [b]3.) Dragons Breath.[/b] - Admittedly, I believe Dragons Breath is MUCH better off now than where it sat in Year-1, but it's still not a viable option for use in Raids, which forces people to rely on the old "Crutches" of the usual Heavy-Exotics, such as Gjallahorn, Sleeper Simulant, Raze-Lighter and Dark-Drinker, which at present are more or less the only options for Heavy Weapons in a Raid Setting. My proposed changes to bring it up to a viable option are as follows: -A.) Increase the damage of Dragons Breath's Fire against PvE enemies by 50%. -B.) Increase the duration of Dragons Breath's Fire by 3 seconds. -C.) Add a Debuff-Effect to Dragons Breath's Fire that causes enemies who are burning to take increased damage from other sources. -D.) Allow Dragons Breath to hold 2-shells per cartridge. Any two of these four options, combined to the current setting of Dragons Breath, would give it a bit more viability to add to PvE usage. However, if I was to hand-pick two, myself, I would choose the following: B.) Increase Flame-Duration by 3 seconds, and C.) Add a Debuff-Effect to Dragons Breath, similar to "Viking Funeral," that increases damage burning-enemies take from other sources. We are [b]sorely[/b] lacking in a Heavy Weapon that can offer versatility in a PvE setting, and adding a heavy weapon that can actually offer a Support-Ability to a Raid Team or Strike Team, would add an entirely new element for PvE settings. [b]4.) Young Wolf's Howl.[/b] - This is, by far, the most disappointing of any of the Exotic Swords. We have 4 Exotic Swords total, thus far, and it is honestly a very-close tie for [b]Dead Last[/b] with Bolt Caster (I'm addressing Bolt Caster, don't worry). My fix for Young Wolf's Howl is actually a fairly creative one, but as I don't think my "creative" method will have a chance, I'll also include my alternative solution. 1A.) Add the "No Backpack" perk from IceBreaker to Young Wolfs Howl, allowing it to regenerate 1% of it's maximum ammo-capacity in 5-6 second intervals. -- (NO, WAIT! I know you're typing 'PVP Broken' angry-comments down below. Just read the rest of this first!) The "No Backpack" perk will ONLY trigger when you're in proximity of "Minions of Darkness". I.E, what I'm suggesting is some sort of perk (Call it "Enemies Scent" or something? [/quote] You spelled 'Nerf Fusion Rifles!' wrong.

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                      • Just another repeat post of someone else's ideas.

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                      • I've been saying this for years. They don't listen. Bungo has their heads up their collective asses.

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                      • Another idea for young wolfs howl would be to have the heavy attack use 5 like the other swords rather than 10.

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                      • bolt caster damage buff is a no. why use the others when you could deal similar damage farther back

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                        3 Risposte
                        • I personally think dragons breath was a bit better in year 1 than now.

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                          • Modificato da Romney57: 11/4/2016 3:06:36 PM
                            Good post, would love to see Bungie balance weapons individually for PvP or PvE, they can do it, it's just lazyness on their part, same as primary burns, yeah, all your fault Mr Smith!!! Re: your post, IMO I would welcome buffs over nerfs, and you have some good ideas there, I would also add or replace your suggestions with the following suggestions: * [b]No Time to Explain[/b] needs extra 50% impact, any other perks would be a bonus. * [b]Hardlight[/b] I agree with that * [b]Dragonbreath[/b] needs tracking or Horsehoes in addition to your ideas * [b]Young Wolf's Howl[/b] I would reduce the amount of ammo used when using the super and leave it at that. * [b]Boltcaster[/b] is my go to heavy, a great weapon in most circumstances, but not PvP, but would love chaining, increase in ammo, damage buff. Also for all swords the block action should not use ammo, but have a timer of say 5 - 8 seconds then a cool down of 3 or 5, bosses should not be able drain the life out of the sword in a few seconds in any event . Ammo should be auto loaded when in combat or controlled by the D-pad !

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                          • Putting Headseeker on NTTE was simply baffling....it was almost as if they didn't know how the gun was intended to be used. Glass Half Full is a way more appropriate perk.

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                          • Finally someone else who would rather buff stuff than nerf it.

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                          • good, i'm tired of seeing shotguns.

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                          • It's the community's fault mainly, they cry over the guns and complain when they aren't debuffed dear

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                            • Great ideas. I really like the Bolt caster and Young Wolf's Howl ideas cause i don't ever use those two swords and usually only use rocket launchers and machine guns

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                              • Give SUROS Regime back its High Caliber Rounds and the white skin

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                                • I mean, idk if they even follow their own advice BC TLW has always been at the top of the meta.

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                                • Modificato da AboundingChip85: 11/4/2016 2:25:07 PM
                                  Bump Goddamnit

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                                • I'd just like to point out that Bolt-Caster is way better than Young Wolf's Howl because of it's ability to create orbs. Combining Bolt-Caster's orb making perk with a Defender's "Iron Harvest" turns you into an orb making machine, try it sometime.

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