TLDR: The main areas where gunslinger needs change is within tripmines, swarm grenades, throwing knives, small changes to golden gun, and both gunslinger's trance and chain of woe.
So I've been taking some time to play the gunslinger recently. I've been a hunter main since when I bought the game in March 2015, so I've been playing the gunslinger for a while, and I thought I'd make a post about my thoughts.
Grenades: Incendiary is fine. Tripmines, I feel, should have their damage reverted to 194. If you're unobservant enough to walk right into a tripmine, you deserve to be punished. They're also relatively easy to run right past. Swarm grenades are very situational and are arguably the worst grenade in Destiny, so I would make their tracking similar to that of a skip grenade, so they can't be easily outran. A damage buff is probably needed as well.
Jumps: No changes.
Melee: Personally, I feel like throwing knives require too much risk and skill to be utilized effectively. Firstly, I think they should have their former damage returned. I never felt like they were OP, both in using them and being killed by them. Next, I feel like if someone completely whiffs a throwing knife (it happens a lot), they should have half of their melee energy refunded. Also, I know it's a little bit of a gripe, but voidwalkers have a perk that give them super energy on a melee hit. To gunslingers, this translates as needing a PRECISION MELEE KILL, so right away, you can see a fairly large degree of difference. Along with this, energy drain is far easier to use than throwing knives and will more frequently net you kills. I feel like this point is pretty undebatable but if you have a counterargument, please voice it (politely).
Super: Golden gun is a good super as it is, but having played gunslinger for so long, I can tell you the one easy way to counter it: When you hear it activated, sit in a corner. That's it. Without the armor buff on golden gun, it can become very frustrating to use on some smaller maps. So, I propose a small armor buff, of at MOST 25%, but realistically around 10%. This wouldn't compete with other super armor buffs of 100%, and I believe it would be mostly balanced. Also, I think Bungie needs to clearly explain the effects of deadeye on GG accuracy, because right now, it's kind of a mystery. I love combustion right now, and I think it's a little underrated; I must net at least one combustion kill per game on average.
Other subclass perks: Chain of woe's duration should be increased to 15 seconds to match gunslinger's trance. Stacks of both gunslinger's trance and chain of woe should decrease one at a time, rather than losing them all when the timer runs out. Scavenger and keyhole are fine as they are, even though keyhole is a little situational. Over the horizon is a little redundant, since GG already one shots from most ranges. I'd maybe like to see it also improve the amount of time you can have golden gun out.
If you have any feedback, please voice it in the comments.
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2 답변What I would change is. Tripmine, cut damage to half of year one damage. Double duration, remove red beacon and audio clues.. Then change it so once set, it will immediately explode when target enters range. Swarm is trash and needs major reworking. I would change it so once it locks on it will track the target until destroyed or target is killed. Then increase damage so that if all orbs hit one target it will kill any nonsuper guardian. Throwing Knife I would change the perk for more super energy on kill to more super energy on hit. I would also make all throwing knife nodes count as solar. Then I would remove the burn node and replace it with a stackable 5%resistance debuff that stacks. With the burn removed the knives damage can be increased to its old numbers.
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9 답변Throwing knives need too much skill to use???? A 1 hit kill max aim assist hit scan super needs a armor buff? trip mines need to one hit kill?? You heard it hear folks the hunters are trying to make their only subclass that takes an ounce of skill OP!
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3 답변
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Throwing knives, yeah Tripmines, yeah Golden Gun, no buff needed Swarm, people would call it OP if it had skip speed, it feels good right now. Now, Golden Gun doesn't have infinite range, tripmines are useless now that they don't always get a kill upon detonation, throwing knives do take skill, headshots aren't that common, so... [spoiler]Shut up and try and be reasonable[/spoiler]
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16 답변Golden gun shouldn't have any armour given it is a one hit instant kill unlimited range super, if you walk round corners knowing a guy could be there with a shotgun you deserve to die, just go round a different way
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4 답변작성자: Erijian 11/27/2016 12:02:38 AMGolden Gun one-shots every other Super (Bar Ward of Dawn I guess) and has an extremely long effective range, and you want to give it damage reduction? At least Hammers have a travel time man.
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작성자: SWAT 11/29/2016 8:38:05 PMAll the other roaming super get 50% damage reduction not 100% Throwing knives are fine just use a handcannon one shot to the head and a knife to the head will kill as for trip mines they need a buff it's very hard to get killed by a trip mine a damage buff or maybe make them stick again I'm not sure but trip mines need something swarm nades are the punchline of a bad joke buff those too. As for the super it's fine
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I agree with couple points for sure, the throwing knife damage and the tripmine grenade shouldn't have been changed. I remember when they announced that nerf, I was so surprised. I never actually thought one time that either of those was that OP. The throwing knife thing, I mean that takes skill to throw across the room for a kill. The trip mines, I mean, you can't see them? I never had a problem at all. I main a titan and thought those nerfs were ridiculous. If I was Hunter main I would be asking for those 2 things to go back to being what they were IMO.
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작성자: PushedBean764 11/29/2016 10:46:24 AMFor Swarm grenades: Buff damage to do the same total damage that Tripmines do now. Buff active time before detonation. Shinobu's Vow should change the perk to work for Swarm grenades instead of Skip grenades. Swarm grenades will end up about as aggressive as basic Skip grenades Young Ahamkara's Spine should add Swarm grenades to have the same effect that it gives to Tripmines
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1 답변Needs some tweaking yo on a real note. Make it competitive in 3v3s love that subclass and all I see are blade dancers and nightstalkers.
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I agree with everything but the super buff it is the best super for shutting down supers. There has to be trades off like storm callers don't insta kill but last forever golden gun can kill almost every super at an extreme range but no extra armor and less time
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2 답변I definitely enjoyed this post, especially since I'm always debating whether or not I should swap from warlock and main a hunter. Gunslinger is one or my favorite classes, and I like how you can see some pretty good buffs in some places. The throwing knife should be buffed for more speed in the air, that way, it can be more directly compared to thunderstrike on the warlock, which for all purposes, is a throwing knife of sorts. The damage could also be buffed to that of a titan melee (1 last word shot and a charged melee kills on a titan, so 1 last word shot and a throwing knife could kill then). The extra super energy is not necessary - the golden gun already has the gunfighter perk, its your choice to use it - and besides, only energy drain can do this, AND YOU HAVE TO SACRIFICE LIFE STEAL TO DO IT, but there are 8 other melee abilities that don't have super energy gaining power on hit, and throwing knife is one of them. Buffing the throwing knife in this way could lead to complaints for other melees to gain super energy, but personally, I like the idea of a crit for super. Nect, the tripmine can't kill consistently anymore, but I don't think that we need to go back to trip-mine-sticky-grenades, so just buff the damage. The swarm grenades need a damage buff, and an exotic to make them perform like a skip grenade (I think that I've heard of something that makes them do this). Finally, the super. I don't think that the golden gun needs an overshield, after all, it can be used at any range for a one shot kill. Most supers can still get 1 shot sniped in the head, and I think that golden gun should still be able to be killed by a sniper i this way. I didn't proofread, so yeah
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4 답변Agree with everything except promoting less skill with throwing knives. I'm never gonna complain if something takes skill to use, so basically, git gud lol sorry
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4 답변lol at buffing golden gun... the whole corner thing? it's your fault for using golden gun on cq maps
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1 답변작성자: ChiknStrips 11/28/2016 7:34:28 AMI can live with the tripmine nerf as a lot of players already ran high armor, so i was used to having to put a hand cannon shot into them. Please. Please. Please. Revert the throwing knife damage nerf [spoiler]Also, buff Firebolt tag radius and activation time to how it was pre-nerf, and remove the flame shield delay. Keep every other sunsinger nerf [/spoiler]
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14 답변작성자: an engram full of bees 11/28/2016 5:39:10 PMOnly thing I disagree with is the super. It definitely does [i]not[/i] need any armor boost whatsoever. Using it in close quarters [i]should[/i] have some kind of risk. Especially since it's a medium/long-ranged super. And considering that it one-shots everything.
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작성자: Levigumba, Overload's Bane 11/29/2016 12:14:37 AM[quote]Melee: Personally, I feel like throwing knives require too much risk and skill to be utilized effectively. Firstly, I think they should have their former damage returned. I never felt like they were OP, both in using them and being killed by them. Next, I feel like if someone completely whiffs a throwing knife (it happens a lot), they should have half of their melee energy refunded. Also, I know it's a little bit of a gripe, but voidwalkers have a perk that give them super energy on a melee hit. To gunslingers, this translates as needing a PRECISION MELEE KILL, so right away, you can see a fairly large degree of difference. Along with this, energy drain is far easier to use than throwing knives and will more frequently net you kills. I feel like this point is pretty undebatable but if you have a counterargument, please voice it (politely).[/quote] Well first off, you can get gunfighter as welp which just removes 20 seconds off your super cooldown. Second, tk precision hits do more damage while vw have a flat damage value. Third, range. Fourth, you have scavenger to improve your melee cooldown and can get two knifes within your subclass. Warlocks need an exotic to match this. Fifth, energy drain works over time while CoL is instant.
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29 답변작성자: LegalDealin 11/28/2016 11:40:50 AMI agree. The tripmines are,so easy to see. Throwing knives won't 1 shot to the face, but a warlock smacking you in the face will? Come on Bungie. And for armor, I get 1 shot during GG by a shotgun all the time.