Recently it got a buff
So here's a list of Ruinous Effigiy's behaviors & proprosed solutions to make the gun perform & feel better.
[b] The Orb's Duration is way too short[/b].
-The Orb has 29 ammo & last ~29.22 seconds WITHOUT swinging. (1 ammo = 1 second)
-Swinging continuously (at 29) with the orb lasts a wopping ~14.36 seconds.
-Blocking immediately (at 29) with the orb lasts a wopping ~7.65 seconds before it starts draining health at 1 ammo
[b] The Orb barely contributes the new Ammo meter system.[/b]
This means means you are actively losing special ammo for using this weapon....barely any return on investment for using its niche.
Which is actually worse than Glaive Kinetic Melees generation rate.
For Reference:
-2 void generation mods on chest + 2 special ammo finders on helmet = 7 kills for Ruinous Effigy trace rifle to generate a brick
-2 void generation mods on chest + 2 special ammo finders on helmet = 14 Orb Kills got it to ~70% progress.
-Glaive melee generation rate (2 special ammo finders Helmet + kinetic or matching generation on chest) = 14 kills gets you roughly 85% progress.
So on average 15 seconds of using the transmutation orb cannot even generate you a single special brick.
[b] The Orb has static Damage[/b]
[u]Transmutation Orb does not scale with [b]Weapon Stat[/b] or [b]Weapon Surges[/b][/u]
In Master difficulty content (-20 delta)
-The Orb takes 4 hits (167 Dmg each hit) to secure a kill against Yellow-bar Cabal Legionaries (No Shield)
-With the cowboy hat damage buff from FoTL: The Orb takes 3 hits (184 Dmg each hit) to secure a kill against Yellow-bar Cabal Legionaries (No shield)
-The Orb takes 6 hits to kill a Yellow-bar Taken Wizard without the hat (Void Shield)
-The Orb takes 5 hits to kill a Yellow-bar Taken Wizard with the hat (Void Shield)
-The Orb takes 11 hits without the hat to kill Yellow-bar Knight (Arc Shield)
-The Orb takes 10 hits with the hat to kill a Yellow-bar Knight (Arc Shield)
[b]Remember...[/b].Every swing with the orb reduces the amount of time you have with it before you have to make a new orb.
IMO Yellow bars should be dying within 3 Hits with no shield. 3-4 hits with matching shield & 5-6 hits with non matching shield (for GM difficulty)
[b]Proposed Solutions, Changes & Added features[/b]
[u]Transmutation Orb is a weapon lets give it changes that make it function as one[/u].
>Allow Transmutation Orb to benefit from Weapon Stat
>Allow Transmutation Orb to benefit from Weapon Surges & Weapon Buffing Perks
>Allow Transmutation Orb to progress ammo meter - on par with glaives at minimum.
>Allow Volatile Rounds to give Transmutation Orb Anti-Barrier & allow it to stun that champion type.
Sidenote: Give Ruinous Effigy 60% increase damage to champions. (Use ball to stun -> Use trace rifle + Catalyst to melt) [b]This buff concept was recently added in Renegades lol! [/b]
[b]Transmuation Orb should have the following changes made it to it to make it feel better to use in our current sandbox.[/b]
>Change ammo from 29 to 30.
> Casting Transcendence should no longer drop & remove your Transmutation Orb
>[b]Swings no longer consume ammo / time. You get a flat 30 seconds with The Orb.[/b]
> [b]Reduce the rate at which Blocking depletes ammo. (you should have 15 seconds worth of block time not 7 seconds)[/b]
>The Orb uses a similar swing animation as with most other Orbs / objects in the game. [u]Give Transmutation Sphere movement tech like we see with motes in Prophecy / Orbs you dunk with Fallen Walker PLEASE.[/u]
As an avid fan of this gun I want to see it succeed. It's been years since this gun has had any impact on the game.
This gun & its gimmick has a place in this game, it just needs more support for it to work.
Edit: [b]Add Paracausal Affinity to Ruinous Effigy.[/b]
This perk makes sense lore-wise (Tree of Silver Wings; ironically the first time we saw the perk came from a raid that used this tree as its backdrop ) & its relation to the Guardian's Light + the time period from where the gun originated from. Pyramid corrupting a tree of silver wings.
Also makes sense from a gameplay perspective.
This gun needs help creating its first Transmuation Orb & would allow light synergy to buff the orb / buff the trace rifle / and feed into each other.
Edit Edit:
The cooldown on creating transmutation orbs needs to be reduced to like 2 seconds.
The orb depletes so fast & makes the newly buffed catalyst super clunky when you: Spawn Orb > Slam to stun champ > Burn Champ down > no orb.
Happens way too often because champs are thrown into everything.
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I agree, it’s still one of my favorites. It just need a little help
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1 ReplyVirtually all weapons need a buff.
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I'll take any buffs to Ruinous Effigy. I love that goofy little gun.
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I used to love this gun. It was fun, solid, felt like an actual exotic, was never re op, and looked great. Made a few encounters a breeze, but nothing crazy. Now it's just there for nostalgia alone.
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Trace rifles in general feel really bad. They are not fun to use air do good damage. They also are special weapons and fall in a weird category. They can’t be used for dps and don’t do as good as a primary.
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What does it do now? “It throws balls.” I’m ok with that.
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Always like more power
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I mean I’m just impressed to see an intelligent post from others like me that like to test things. Someone else made a good point. As long as primary weapons continue to feel bad, then trace rifles will also continue to feel bad, even the exotic ones. I think giving the orb and the weapon permanent volatile application on damage would be really cool. Maybe have the 3 attacks you can do with the orb each apply one of the void debuffs. Have the basic attack weaken, the draining field apply volatile, and the slam apply suppression. That would increase damage, crowd control, and make it so you can safely back off or finish off a non boss target that survives the slam.
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Weapons, especially exotics, that pre date the time where subclass verbs and elemental synergy became a thing, all struggle, that's the issue in my opinion. Ruinous doesn't have real void synergy. Thus its perks don't trigger anything. The "suppression" isnt real void suppression, so stuff like Domineering and Facet of Command don't work with it. Just like Trinity Ghoul's lighting doesn't jolt blind or have any other arc elemental synergy, same for Wordline. Over time Bungie has updated a handful of older exotics, give Jötunn and Prometheus Incandescent, Wardcliff Boltcharge etc etc, but there's still a handful of m that are desperately awaiting their turn. These days pretty much every legendary can drop with at least one but often multiple subclass synergy perks, thus those legendaries feel and perform way better than those old exotics.
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3 Repliesid say the gun itself doesnt need a buff it works perfectly the issue comes from it being a trace riffle, a weapon type that has a kinda low dps, closer to primary weapons....and we all know how bad primary weapons are now against those -50 beefy ennemies they keep throwing at us... They really need to update their weapon dmg tuning, to make them closer to our abilities damage wise (since they cant nerf all abilities without causing a massive rage wave from the playerbase)
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2 RepliesI just wish you could throw the orbs instead of slamming them into the ground.
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2 RepliesThe gun is fine. Especially on void builds because the orb gets volatile rounds.
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Oh yeah, that's main problem in game...
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Nah it’s good where it’s at
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Absolute Bump!