I think the Red Death needs a little love in that impact / range department. By the way every one counter balance was just a example so you can add your own perk ideas.
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3 通の返信Maybe we could give the Red Death reactive reload as an intrinsic perk? It would definitely lift the gun up but only for a short time after a kill...fits well with the personality of the gun too I think! Capable of 2 bursting for a short time after a kill would give it glimpses of the power it had in its prime but not return it to being OP. Thought?
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2 通の返信I got a question for everyone on this forum posting and/or reading. How many of you actually used Red Death now? Its actually really good and sure it could use a slight buff, but its actually very viable now. I been using Red Death and Thorn [spoiler]In preperation for Year 3[/spoiler] in crucible an destroy at longer ranges with Red Death and shorter with Thorn. Before most of you cry nerf or yell buff use it for yourself. Mini-Rant out
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6 通の返信Red Death is a great, great gun. Bungie has to be very careful with any buffs to Red Death because it could very easily become OP. Time to kill isn't everything, time to live counts, too. It's almost Godly in PvE, the Red Death perk is fantastic boosting reload speed and returning health allowing you to keep on killing. It almost completely negates entire mechanics to some fights, especially in the Prison of Elders. It's great in PvP, too...but only in certain gametypes, like Rumble where you can finish off 2 people that are fighting each other and in those encounters the gun is simply killer. The recently buffed Fabian strategy can pull this off too, but getting your health back and rapid reload is arguably better than a a dozen bullets. I can't think of any other exotics that can accomplish this. Not only can it keep you alive and shooting, it's really good at making your enemy flinch, and reducing one's own flinching, too. 1v1, that extra flinch factor can really make a difference in INCREASING your opponents time to kill [b]AND [/b]your time to live. That synergy must not be overlooked. One reason the Multi-tool was so deadly was because it made it almost impossible to return fire, in time. The only change(s) I'd like to see, is an intrinsic FULL AUTO. And not the 3 burst full auto, auto-rifle full auto. Lorewise, this would work as it's prototype is Red Spectre, an auto rifle. Full auto, would make it easier to go toe to toe with High RoF pulse rifles. If the gun were to get full auto, I'd want Single Point Sling or Snapshot replaced with either Counterbalance or Persistence for a stability boost while firing full auto. Having to select between counterbalance and high caliber rounds would trade time to live for time to kill. TL;DR - Full auto + replace sinlgepoint sling or snapshot with a stability perk. Those changes should improve the gun in PvP, without making it OP.
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2 burst is too deadly to be honest, unless they feel like creating a new slow rof/high impact archtype thats a little slower to compensate. I wouldnt mind Red Death becoming the "black spindle" of pulse rifles. Would play into it being forbidden to use too, like its an illegal pulse archtype
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4 通の返信Whatにより編集済み: 9/19/2016 1:27:29 AMThat's a tricky buff because its not like its bad. It 3 bursts even if your aim isn't that good. But at the same time it IS exotic so it shouldn't be like the 5th best pulse. It should be top 3 Maybe a slight rof increase
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7 通の返信
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13 通の返信They just buffed it. It's good now. [spoiler]but if you REALLY want to buff it, give it little bit more range.[/spoiler]
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10 通の返信The only thing that needs to be changed is how pulse rifles work in general. Every gun is a 3 burst regardless of rate of fire. The higher rof pulse rifles in addition to killing in the exact same amount of bursts, also have a higher range stat and a significantly better stability. To sum up [u]Low rof pulses [/u] - slowest time to kill (unless all headshots which is basically impossible) - worst stability patterns - bad range [u]Mid rof pulses [/u] - average time to kill - okay recoil patterns - not bad range [u]High rof pulses [/u] - quickest time to kill - laser precision - range of a scout rifle. See anything wrong with this picture? There is absolutely no point in picking up another pulse outside of fun. I haven't even been killed by low rof pulse in months, and the mid rof maybe one guy every 10 crucible matches at most. If Bungie thinks that keeping all pulses at 3 burst kill is fine then that's fine. Keep the ttk the same. But at least change the stability and range values. Maybe I'd use Red Death if it was a sniper, but when I lose every duel to a Grasp of Malok at every range there's just no point.
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2 通の返信Swiftlockにより編集済み: 9/18/2016 7:23:22 PMI think Pulse Rifles in general need a rework from the ground up. We have this ass-backwards form of balance where low/mid RoF PR's are thrown under the bus when every single archetype can kill in three bursts.