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#feedback

Edited by sister-hawk: 9/27/2017 11:31:03 PM
0

Golden Gun needs some tweaks

For PvE specifically. I really appreciate that GG actually has some utility in PvE now, but there are a couple of issues that prevent it from being as effective as it should be, and as effective as many of the other supers are. Six-shooter is great for clearing a room of mid-tier ads. However, sometimes it can be a real struggle to actually find anything to kill once you've activated GG, unless you're literally out in the middle of an open field. Of course, it's supposed to have a short timer. Not only does that fit into the "power fantasy" of hip-firing a revolver, it also balances this six-shot GG in PvP. That's all well and good. But there are many instances when you are presented with the perfect opportunity to blast away a group of enemies, but as soon as you're finally done with that painfully long activation animation, every one of your targets has disappeared. Many enemies outright hide behind cover, forcing you to go chasing them. Others can move an annoying distance with a single ledge jump, again forcing a chase. And then you've got Cabal leaping hundreds of feet in a single bound, and Fallen scurrying back and forth at 50 mph, forcing you to slow down and take aim, which contradicts the whole point of this setting for GG. Now preferably many of these problems would be fixed by smoothing out AI behavior and movement, something that has felt really wonky in every Bungie game since Halo Reach. But that's not bound to happen any time soon. So we need to do something with GG itself. Now we don't want Gunslingers roaming around for an eternity with six shots at the ready in Crucible. So what I propose is that kills with Golden Gun with the six-shooter setting would slightly refill the super bar while it's active. How much exactly would have to be determined. But hopefully this would give opportunistic Hunters a little bit more time to make use of those last three shots when every enemy in sight freaks out and disappears into the shadow realm (I kid), but not make this a must-pick for PvP. The other issue is with Crowd-Pleaser. Being able to land critical hits with Golden Gun is great, and generating tons of orbs while doing so is even better. But there appears to be one critical flaw with this setting: shielded enemies. For some reason, shielded enemies in PvE don't seem to be capable of receiving critical damage as long as they have any amount of shield remaining, even if the damage done is plenty enough to both break their shields and kill. I don't remember it being this way in Destiny 1, but I could be wrong. And it doesn't feel great using this setting solely for the purpose of making orbs for my team, only for a pathetic little Wizard shield to completely block my efforts, even when I land a killing blow. In fact, I don't believe this problem is specific to GG, and applies to normal weapons as well (of particular note, snipers and slug-firing shotguns). I see absolutely no reason for this to be the case, and the fix should be pretty simple (unless the tales about Destiny's notorious spaghetti code still hold true). There also appears to be a bug associated with certain enemies that prevent Crowd-Pleaser from generating orbs off of them, even when a critical hit was very clearly landed (shriekers, including that one boss in that one strike on that one moon of Saturn, are the main offenders). Golden Gun is finally useful in PvE without a mandatory exotic armor piece, but these are some quality of life issues that really need to be looked at.

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