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#feedback

9/27/2015 6:06:01 PM
18

Class weapons The best of times and the worst...

The breakdown: Large discrepancies between the value of class weapons. Anecdotal evidence is not a good evidence system. Changes that should or could be made to improve weapons as they exist or changes to the weapons to bring them in line with others of same value. Immobius, Tlaloc, and Fabian strategy, are all significantly weaker in terms of class advantaged weapons versus their counterparts. Immobius is only effective in a specific situation that only benefits one sub class. Susanoo is usable at any time and is available to all sublcasses, Stillpiercer is a huge bonus all the time and in no way hampered by subclasses and further allows for the option of utilizing an extra perk as keen scout may not be necessary based on situation or playstyle when playing nightstalker. Tlaloc and Fabian strategy receive a very meh middle of the road buff while the Ace of spades essentially gets a better version of the Black Spindle/Black Hammer perk. Both the Tlaloc and the Fabian strategy have conditional perks, with the Fabian having no clear definition of when enemies are close, other than via testing. One promotes that you fail to capitalize on a resource for the benefit of weapon performance (Tlaloc), or to put yourself more often then not in a more unforgiving situation (Fabian Strategy), The risk reward of the Fabian strategy, or the lack of optimization for the Tlaloc are hugely out balanced by the Ace of Spades benefit under almost any circumstance. Making it a clear winner in the terms of class exotic. It is applicable at any time, under any encounter. Whereas anyone can make a counter argument for any specific scenario, of look how powerful this can be in PVP or PVE are outliers and do not take into account the much larger data set. Tlaloc needs something more exotic to really warrant its class locked nature. Now I am not proposing a game breaking benefit, but a within reasonable values. Similar to how there are different damage bonuses based on perks as it stands. Here are some ways it could be improved keeping in line with its current idea: While super is charged, the weapon pulls ammo from its reserves. While grenade is charged weapon does explosive rounds perk. While melee is charged the weapon is more stable. This provides a pro/con value and would provide some much needed uniqueness to the weapon. Also highlights the idea of the warlock pouring power into a weapon as a manifestation of their magic. Fabian Strategy also is in need of something along those lines. Here are some hopefully reasonable improvements to the idea while providing a more exotic class benefit and not being game braking. Here are some ideas: It could do more impact value/increased damage the closer you are to enemies while having increased recoil and lowering stability, but as a sliding scale. It could then also become more stable with lower recoil while being further away even increasing its range stat. This plays on the idea of the Titan being a frontline fighter or a commanding tactician. The closer he is to the enemy the more force he individually brings to bear, while at longer rangers can place the damage where needed to tactically reinforce troops. Moving on to the Legendary class counterparts. Susanoo and Stillpiercer are great examples of class weapons with relevant perks, but the Immobius is subclass disadvantaged and pigeonholed into a tiny role. This is a tough one for me as I can see the relevant idea behind the choice, but it unfortunately does not fall in line with the other weapons. Here are some ideas split into two categories. One keeping the weapon subclass bound, the other making it non subclass related. First the subclass bound related options: 1 it expends no ammo while within the ward of dawn. 2 while effected by the buffs from ward of dawn kills do not consume ammo. 3. It does not consume ammo for kills while protected by an overshield (blessing of light or Force Barrier. 4. Increase the size of ward of dawn to accommodate and actual ability to place shots in the bubble sans helm of saint 14 (as it stands now this weapon is almost dependent on this to make it worthwhile). Now the nonsubclass related options: 1. It provides an increase in armor if melee is charged. 2 It provides armor based on number of enemies considered near the player. 3. it grants overshield temporarily during reload. (this one is offset by the fact that it reloads really quite quickly.) Now part of the issue with this gun, is that the ward of dawn is small and often times an enemy is half in half out of the bubble, especially if they are not blinded. This makes many shots ineffectual and often become a larger waste of ammo as you may be missing killing shots somewhat frequently. If the ward of dawns deployment was up just a little bit or the bubble was a little taller/wider or both it would allow for better placement of shots, making it hard to argue with the amazingness of the idea of the perk, but as it stands right now, if terrain is slopped or any number of factors present, it is exceedingly difficult to place good shots effectively inside the ward of dawn, at least for PVE(sans helm of saint 14). Also on a last note that on higher tier difficulties this perk becomes even less useful as killing enemies becomes harder or enemies take on different behaviors. That wraps up my proposed changes to these weapons, and I appreciate any feedback regarding these ideas. Also Bungie I would love to hear from you.

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