There has been a lot of controversy on this topic. I know that the number of games I've played before the update is nowhere even remotely close the total number of games the community has played, but I would still really like to see the raw data that bungie was looking at when they made these decisions. I've watched multiple videos on other people's opinions, some of which I agree with, other I do not. Here is my current opinion on the subject.
The tripmine has taken a bit of a blow to it's grandeur, and will no longer one hit kill a guardian unless that guardian has the lowest possible armor in their skill tree. This doesn't mean that tripmines are completely useless now, but you're gonna have to work a whole lot harder to use them. There are other useable options besides the tripmine (incendiary and scatter) that do work relatively well, granted you use them in the right situation. It would have been nice if the red light had been dulled down, and arm time increased, but so is life.
The throwing knife is talked about a lot less then the tripmine, however, it's the one I feel needed a nerf least of all. The pre-nerf throwing knife was one of those "high risk, high rewards" kinda things. Gunslingers had the option to either keep firing their primaries to do damage on their target, or to take the chance of throwing a knife and risk losing a couple valuable seconds in the firefight. If you didn't land your throwing knife, you'd die. You were taking a very high risk, with the chance you score big and do a good chunk of damage to you enemy. Now however, the reward for taking that risk has been significantly lowered. There's less reason for you to try to hit your target with a knife, than just hosing them with your primary.
Overall, I feel like the equipment (which was really the only thing Gunslingers had going for them) has been brought down to the point of being pretty much useless. It takes a lot more work to try to use it, than just using your primary and special weapons. But it can still be rewarding if you put the work into it. The Gunslinger will come back!
(Edit: Someone mentioned in the feed that what I talked about is almost identical to what the youtuber Truevanguard had to say on this topic. I apologize for the similarities between the video and my post, I honestly didn't mean to copy what Truevanguard said. Since my post and the video are so similar, I thought I might as well link the video in the description.)
-
1 답변I still use dual trip mines. Not a big fan of the hunter to begin with... My hunter gets trip mines so quickly you aren't going to survive two of them going off. They still ohk in pve for the low level enemies.
-
day 1 hunter - mostly blade dance but when I gunsling often forget I have throwing knives and in any case with knives or nades, always doing follow up shots. Always preferred swarm anyway. Mostly PVE player anyway and nice to have golden gun do more than tickle enemies that being said, nerfs are stupid, other things should be buffed to balance and the only nerf I've ever agreed with was the original Vex
-
2 답변Still enjoy playing the gunslinger and they're far from useless....hunter was my last class to unlock so I may be wrong with the following. Running double grenades in pvp is a very popular tactic for all classes. Titans have the armamentarium good for all classes and all grenades , warlocks- sunsingers have double nades,void walkers have nothing manacles Hunters have I believe just the one exotic for double nades (wombo combo aside melee+nade) and the young ahamkaras spine only give tripmines .this is possibly why tripmines ended up been overused. Solution - buff the exotic to include all grenades for the gunslinger
-
The neutral game became more boring to me. I loved planting tripmines around blind corners and ceilings when they could kill. Now incendiary is the only viable grenade IMO and the gunslinger exotics are mediocre at best.
-
1 답변
-
38 답변Ummmm... Golden gun is super strong now... Gunslinger was and still is fine in pvp. It is now amazing in pve.
-
6 답변
-
4 답변I am fine with all the other buffs and nerfs from this update, but completely disappointed in what they did to the tripmine. The other classes can ohk with their grenades, as tripmine did, but now this bogusness of taking away the enemy-stiky aspect after it has been around since day one is a super hard low blow.
-
10 답변Not at all. 10% of throwing knife damage is hardly anything to make them useless, you'll still be rewarded with a 142 off someone's Heath on headshots, and the objective of the tripmine nerf is to make people use other grenades. Best thing to do in my opinion would've been to make swarm grenade better, but you'll still live with the tripmine damage nerf.
-
I had a chance to try it out yesterday, and I think it's still a great subclass. I still got plenty of knife-to-the-face kills. The swarm grenades are more fun than they used to be, and the super is still solid (except that I've noticed a problem with the hit detection sometimes). I don't think the subclass is ruined. They're certainly not as powerful as before, but I still really enjoyed playing with it.