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10/27/2018 4:38:56 PM
17

Malfeasance buff is a joke

Alright alright alright, let's see what the buff is today... - increased explosive damage - more damage on taken and invaders Uh...Couple thoughts. Besides Bungie don't listen to anyone with good ideas. Now, before I start let me preface this with the obligatory ThisIsFirstThoughtsIllUpdateWhenItsOut. Okay now let's move on. I feel like these are the wrong things to buff the gun. Why? Well, to start increasing the explosive damage still requires 5 hits which is fine, BUT unless the damage is significant it won't add any real DPS power. The same goes for the buff to damage against taken and invaders. Taken aren't fought that often except toward the end, Implying I'm expected to either carry this in the dreaming city (fair) or (and this is the target really) swap out to it over my other guns when I'm rushing to kill the boss? There isn't enough time and it's a waste. It doesn't fundamentally change the gun or buff it in a way that makes me want to use it more. Sure, it'll be good for the dreaming city but other than that it still has the same problem if not worse: It's competing with power weapons and the likes of the Ikelos SG for DPS while lacking any other versatility. It has no High cal for knock back, no general damage buff against enemies of the dark (which would make it WAY more helpful in gambit seeing as how there are 4 other types of enemies you fight way more of) and the 5 shot explosion wasn't really a problem to begin with other than it was a little underwhelming ONLY because it was trying to compete with what I said earlier. It still is. For PvP it's not...horrible. The 5 shot (ouch...I know, I know) is not bad but the damage is definitely low. Though I consider it a primarily PvE gun and so I'll leave my thoughts there. I think it should be changed in a couple ways: - Add an AoE to the explosive shot, maybe poison enemies around it or add a damage over time effect for high health enemies. - Change taken damage to ALL enemies and make that damage a little bit less than the proposed increased amount to at least make it viable for killing all adds and make it a competitor for PvE against Ace or any other decent handcannon. - Maybe, MAYBE add some sort of detrimental effect to guardian supers like penetrating sentinel shields (at reduced damage) and arc staff blocking considering the lore of the gun is focused around sucking the light out of guardians. It would be a game changer for PvP to some degree and a great way of showing its power under circumstance and tying into the lore. - Alternative to explosive AoE, add damage over time to each slug, have it poison the target with the poison stacking that explodes and leaves behind a dark cloud similar to hunters smoke (albeit that is short lasting and does low damage, but can still slow and stop supers). Just a couple ideas for changes that don't change its fundamentals but that stop it from competing heavily with power weapons and guns such as the Ikelos SG for DPS.

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  • Edited by Xen: 11/1/2018 7:40:40 PM
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    I agree with you. But GD your video is annoying. Lose the 'fake' character you are trying to be and just be yourself dude. "Ladies and Ge....good gods my ears..." Unless that is who you are an to that I say, good luck out there.

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    • Agreed. The problem with Malfeasance isn't that it's bad at what it does; the problem is what it does. It requires 5 consecutive hits to use its primary perk, which doesn't have any effect unless you're using it on high health enemies, in which case, why the -blam!- aren't you using a Special or Heavy weapon? Its secondary perk is also useless. The damage increase to Taken isn't enough to make this gun worth it, and using a Hand Cannon against an invader using Sleeper will ALWAYS end badly.

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      • We're walking such a fine line btwn OP and not worth it. tho if we made it copy thorn then there's no point for it to come back

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        • The gun isn't even that bad to begin with. These buffs are welcome, especially the the explosion dmg. It allows you to use your special slot for something other than taking out medium enemies. More damage to taken enemies? Great! The raid and gambit both have taken enemies! I hardly even use my heavy ammo in gambit, its always a melting point and two blade barrages. Buff to explosion and taken enemies will down the adds and envoy's much faster now. Invaders? good luck, boys, thing already downs invaders quite fast without the buff. I'd love too see some more usefulness outside of gambit, but its a pretty reliable gun without proc'ing the explosion. PvP, its reliable, can kill from a distance due to the explosion. Its a good gun in the right hands.

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          • 1
            [quote]poison enemies around it or add a damage over time effect for high health enemies.[/quote] 😰

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            • How about we make it similar to thorn, however instead of doing DoT it absorbs energy from an MotD and Guardians and gives it to the weilder of the weapon. Getting a kill significantly reduces the cooltime of grenades and melee energy

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              • 1
                You're asking for a bit much, but what I would propose is these changes: 1.) Explosive Shadow triggering on 5 body shots and 3 headshots. This would work alongside the fact it's a precision hand cannon. 2.) [b]Taken Predator[/b] now becomes [b]Dark Predator[/b], so it'll do bonus damage to any enemy that uses the Dark; the Hive, Taken, Scorn, and Gambit Invaders. 3.) Malfeasance does additional damage to enemies damaged by Explosive Shadow, and other Guardians using Malfeasance would also benefit from this effect, which suits the theme of the gun. You take your shots together. SO -Explosive Shadow triggers faster if you hit precision shots, rewarding precision. -The weapon is now effective against more than just the Taken; it's bane to any avatar of the Dark. -Explosive Shadow increasing the damage the weapon does gives it more versatility, and that effect working with other Guardians would fit with the theme of the gun, and would just be plain fun.

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                • I see a lot of op commenting on “making it compete for dps with ikelos” that’s a ridiculous idea. We already are basically forced to keep ikelos equipped and rarely use other energy weapons, we don’t need a primary capable of destruction like that shotgun. Js.

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                  • Eh....I’ve given up...never seen the meatball once... Eh gun for a eh quest

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                  • Best case scenario - Mal gets that buff to all majors (seems reasonable) - Instead of an explosion it suppress targets after 4 shots. ( The gun was made to fight supers.)

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                  • Why are people thinking it needs to be a single person DPS king with this gun or something. I’m not positive on this, but I have a feeling they were thinking more Rat King with this because it is way better with other people using it too.

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                    • Lol Darkside GTFOH

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                    • Edited by DeltaSierra94: 10/27/2018 4:57:31 PM
                      You can add a change to the requirement for 5 shots to proc the explosion to 4 shots instead. The 4 shots would make it consistant and viable in PvP without impacting PvE too much.

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                      • Immediately closed the link when I saw it was an edgelord Joker shit video. He and his salty followers are cancerous to the Destiny community.

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                        • You've obviously never used it in PvP.

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                          • What if they added suppression to the 5 hit effect. That would add some spice to it for PvP and PvE. It also still take skill since you have to hit all 5 shots. Goes with the lore and wouldn’t be crazy op in PvP but awesome for clips.

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                            • Sadly it’s a niche weapon that I care nothing about. Especially to grind for... And I’m a collector! It looks beautiful and if i happened to get the quest during my milestones so be it. That being said I would never just grind the hell out of that boring gametype called gambit for an aesthetic weapon..... Hard Pass!

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