One of my favorite guns to use, and a weapon that actually feels and acts like an exotic. Unfortunately, it continues to sit in my vault more than in my hands.
Being a dedicated Taken and Gambit weapon, I feel it is "just like any other hand cannon" when it comes to dealing damage to Taken. For such an awesome exotic, I just wished it specializes on where its supposed to -- perhaps comes with built-in Taken damage mod (or even damage reduction too).
I get it that it's starting to show it's signs of aging like some other exotics out there, so here are a couple suggestions for buffs:
1. BIG damage increase to Taken overall (1 shot minors, 2 tap majors, etc...)
2. decrease the amount of slugs needed to explode the target down from from 5 to 3; or
3. keep it at 5, but if the target killed is Taken, the explosion causes poison damage, similar to the effect of Necrotic Grip (poison damage applies to any enemy nearby, but the target that needs to be killed in order to proc it must be Taken).
Thanks!
& keep up the amazing job -- this season has been fantastic!
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1 返信WulfPak666により編集済み: 3/16/2021 4:24:58 PMIt's main problem is that it's a 180. 180's just need to be converted into 140s, turned into Sidearms or something. There's no point to them. They're basically just Sidearms with slightly more range. Heck, using a sidearm would be a better choice than using a 180.
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4 通の返信Malfeasance is already a 4 -tap and the 5th bullet will kill any guardian in the crucible. Supers take 7 non-precission hits to kill with this weapon. With other words it is already very strong. Any buff to the ttk would make it OP and put it on the same level as not forgotten and Luna. I love malfeasance and it is my favorite handcannon atm but it just needs a catalyst. Mayby some more range but thats it. We dont want malfeasance to become the meta in the crucible....ooh the horror 😉
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Too often, PVE especially, primary exotics feel like they need more of a punch. They’re fun to play with, but then if you need to be even a little serious there are often far better exotics to use as special weapons or heavy weapons to waste your exotic slot on a primary. I get making exotic primaries more powerful could lead to power creep. But I think this is a problem with having really only just two weapon tiers. Legendary and Exotic. I have been feeling for a while that the game could use a third tier. Maybe not higher than exotic, but maybe in between Legendary and Exotic. Maybe the weapon is part of a two piece set, it could need either a piece of armor, or an armor mod to equip and use the weapon. So while you could equip one of the new tiered weapons and an exotic, but you’d have to trade off using a mod you would otherwise use for a build. Maybe they’re like pinnacle weapons used to be, except they have drawbacks. Drawbacks that may vary from weapon to weapon. Such as, Malfeasance gets a PVE damage boost and takes one less shot to explode, but you’re no long able to pick up Orbs of power. A Sniper Rifle that intrinsically has vorpal, and also automatically collects special ammo dropped when it lands the kill, no matter the distance, BUT if you miss a shot you lose all held ammo (magazine and reserve). Gallahorn returns for PVE and Gambit only, but it doesn’t use heavy ammo. Each shot consumes a large portion of your super. AND you can also equip exotics with one of these.
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1 返信It, like so many other exotics needs a catalyst. They should make it detonate on every 4th shot and deal a little more damage. This would make it super consistent in pvp while still not having a super OP ttk at 1 second. In pve it would be more damage on bosses.
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6 通の返信
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I think the best fix would just be an increase in damage from the explosions and maybe a catalyst perk where killing taken and Gambit invaders gives you a big boost to handling. It wouldn't break PvP because it would still take the same shots to kill but in pve it could become the taken slaying monster it should be while also being useful against other enemy types.
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14 通の返信Disagree. The weapon is extremely powerful at eliminating Taken. It’s just that it’s a primary weapon...and it isn’t flashy. So you don’t see the bonus damage you’re doing if you aren’t paying close attention.
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5 通の返信Well, it's as others have said and a bit of a mention in your post too--it does well in what it's intended for, that being against Taken and invaders. But that aside, I think all that's needed is a general 180rpm buff. The gun on its own does well, I've even found some success with it in pvp against supers and even the 120s even if I play carefully and land my shots. The detonations almost guarantee you a kill in pvp (a catalyst reducing the counter from 5 to 4/3 would be too powerful, I reckon) and you have 20 on the mag, and a straight shooting gun. Just be mindful about the range. Pve content outside of Taken--that's the thing. The gun was tailor made for Taken and Gambit, and it only feels so lackluster nowadays because the Taken are just one faction of enemies, and it's not like most of us are excited to play Gambit all day, if at all. If there MUST be a buff, it'd be a slight damage buff for 180s, or maybe there SHOULD be a reduction in shots for those detonations, but only for PVE. It's in a good balanced state right now. Amazing in its intended use, but it doesn't stick out for anything outrageous/meta-defining standard.
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14 通の返信I still do not understand why people think Malfeasance is underpowered. It does more damage to Taken and Invaders, the slugs just make it do more damage in general (and give it utility at range) and they STACK when multiple people are using it. And now it has TWENTY shots in the mag. It absolutely shreds in any Taken activity, and you don’t have to worry about ammo. It’s arguably the best example of what an exotic should be. It’s unique and powerful, but not broken. People think something is underpowered if it doesn’t OHK everything in a 360 degree radius without being aimed.
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2 通の返信So your third suggestion, maybe not a poison affect but possibly suppression? Or better yet, any foe caught in the blast will have one shard applied to them. So instead of five shots on each target it would become four
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I'd problably buff it by making the explosion bigger, and anything touched by it would gain a stack or 2 of Malf shots. Would definitely make it reasonably more powerful in PvE, while giving it a more indirect method of reducing required shots to detonate in PvP.
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3 通の返信This gun needs a buff full stop. It just doesn't feel good to use despite the fact that IMO it does what it was designed to do incredibly well. Who cares about what the gun does on paper, If the damn thing doesn't trigger some emotional response, give that "shock and awe" factor, or carry some extreme level of utility the thing will leave ppl wanting more. It just doesn't feel special to use as opposed to guns like sunshot/wrath of rasputin (big explosions and warmind cells everywhere), ace of spades (more big explosions), or even thorn (posion damage). TLDR: The thing is boring and there are more fun shooting experience to be had else where. Especially in the exotic slot.