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3 RepliesStand proud u can cook
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1 ReplyThey would be way too op. Yesterday I played Coil with the "arc damage has a chance to jolt". Felt like cutting through butter with a warm knife. Now imagine having that with all the perks that RR provides.
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1 ReplyEdited by PK_Haseo: 3/24/2024 11:53:09 AM…been using “Trinity Ghoul” on “Guardian Games”(NightFalls or GM), srry but it doesn’t Hit as hard like it use versus 1-2yrs ago (“Ticuu's Divination” outclass it in GM).
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2 RepliesI mean… c’mon, it makes sense for Riskrunner. You’re literally picking up a huge wave of arc energy, how does that not conduct arc, but being punched by a dreg somehow does?
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1 ReplyChain lightning is much better than jolt. Having jolt proc on trace pickups would just lead to riskrunner getting a nerf. Same to trinity.
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They would have to nerf RR if they made it activate on trace pickup. Being able to infinitely spam chain lighting for free is something warlocks got nerfed for multiple times in the past. Bungo won't allow it
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3 RepliesAs the community trinity ghoul expert, leave my bow alone. Don’t make posts about it. Mind ya business. That is all
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Here’s what I propose (For Riskrunner, idc about Trinity): Don’t let it Jolt. The chain lightning is better. Jolt is ordinary and just something Bungie will slap on to take the easy route. Instead, make the chain lightning cooler. Add to the catalyst this perk: Perpetual Chain - When chaining lightning to multiple targets, the lightning deals additional damage. (If it chains Lightning to 3 separate targets, it deals 50% more damage) And additionally, add this to the exotic perk: Kills with any Arc ability will also activate Arc Conductor.
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Makes perfect sense to do that with Riskrunner. The proc was always awkward. Trinity is fine, if anything the chain damage should officially be Jolt discharge on impact, that's it.
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Just throw an arc nade underneath urself and risk runner is ready to go
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2 RepliesWhile were at give Hardlight Volatile for Void, Heal Clip for Solar, and Jolt every fourth shot for Arc.
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I would settle for RR recoil to not be so strong. Jolt is too ordinary for exotics imo. Becoming amplified while and after taking arc damage seems like a nice unique perk for Risk Runner, and maybe blinding the aggressor shooting you with arc? Trinity Ghoul seems pretty strong as is, maybe not so much in this season artifact.
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I'm not sure this would be an upgrade.
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3 RepliesArc trace makes sense, the jolt would be absolutely filthy broken. It would be an infinite chain of arc.
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Leave my risk runner alone last time people cried out for changes I lost my graviton and my sky burners oath shot slower now don't you do a thing you will regret this. Just use risk runner at the very specific rooms with lots of shocky guys
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Jolt is new and not within old weapons perk pools. This means full reload and rebalancing of existing weapon perks. Trinity Goul has arc splash damage Riskrunner has arc shield that has reload perks You can find other older weapons with equivalent perks for solar and void. Frankly I would rather Bungie focus on bug fixes and less on new content.
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Yes, lets make it to where we absolutely do not have to aim anymore. Pooping without pressure
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1 ReplyWhile we’re at it make a bow with Voltshot… Mini-Trinity Ghoul
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I don’t really think either need anything except Riskrunner’s perk activating on ionic trace pickup.
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Riskrunner sure Trinity it’s kinda unnecessary
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Trinity Ghoul is already extremely powerful. Adding the jolt to its lightning strikes would make it far to powerful and get nerfed after straight away again. I like the idea for riskrunner tho! Makes perfect sense and would remove the need for ‘self damage’ to proc it if no arc is involved in the activity we’re playing. 👍
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Trinity is strong as hell even after it got nerfed
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feel like arc should get synergy with arc weapons like faster fire rate and maybe even arc energy through your kinetic weapons with boosted fire rate lets power creep the F outta the game