Destiny Thank you devs for reverting Boots of the Assembler and making empowering seekers proc benevolent dawn. |
- Thank you devs for reverting Boots of the Assembler and making empowering seekers proc benevolent dawn.
- Bungie stealth-nerfed Stormdancer's Brace (the Warlock exotic that 90% have probably forgotten about)
- Exotic Armor Survey
- Now that Boots of the Assembler have been readjusted back to their normal state, does this suggest that Sanguine Alchemy is going to get some sort of rework?
- Bungie, Top Tree Golden Gun is not "Working as intended"
- I've been using Way of the Outlaw nearly nonstop since D2 release, in PvP and PvE. Here's what I would see changed.
- Thorn and lumina need the same buffs
Posted: 10 Jun 2021 02:45 PM PDT |
Posted: 10 Jun 2021 03:08 PM PDT Stormdancer's Brace is far from being a popular exotic. Not only is Stormcaller (not counting Chaos Reach) rarely used in either PvP or PvE, but of those that do use it, the VAST majority are either using a neutral exotic or Crown of Tempests. Because of this, I don't think anyone noticed that Bungie stealth-nerfed Stormdancer's Brace. And let me just say: it definitely did not need a nerf. For those who don't know, Stormdancer's Brace gives stacks of a buff called "Ascending Amplitude" for each kill you get while in your super. Ascending Amplitude increases your Stormtrance damage. At launch, you could get five stacks of Ascending Amplitude which would scale from a 12% buff at one stack to a 75% buff at five stacks. Was it good? Eh, not really. I recently got a great roll on a Stormdancer's Brace and thought I'd give it a try. I quickly realized that you can now get up to 10 stacks of Ascending Amplitude instead of the five. Initially, I was thrilled and thought that Stormdancer's Brace had received a stealth buff! Until I checked the damage numbers that is... After this stealth change, Ascending Amplitude only provides a 10% damage increase per stack, meaning at five stacks you deal 50% bonus damage, as opposed to the original 75%. Now you could argue that this is a buff because at 10 stacks you get 25% more damage than the previous max, but that comes at a steep cost of requiring twice the number of stacks. In my opinion, this is a net nerf on an exotic that was already underperforming. Bungie please: it's time to update/buff/rework this exotic. Honestly, the power fantasy just isn't there. There are few problems:
Even in the most ideal of situations, I can't see myself using this over the increased duration provided by Crown of Tempests. Especially since Crown of Tempests also buffs my ability recharge rate when I'm not in super. Here are some possible buff/rework ideas I came up with. I think a couple of the buff ideas could even be combined together and this exotic would still be fair. BUFF IDEAS
REWORK IDEAS
Anyway, those are some thoughts from me. Let me know what you think. [link] [comments] |
Posted: 10 Jun 2021 02:50 PM PDT In the wake of u/Krakyn's survey on exotic weapons, I made one for exotic armors. Link : https://forms.gle/fuY6uBZWHmhry74j8 I split the survey in 3 sections. The first one aims at understanding what the participants are like. The data will be processed and adjusted via google sheet. [link] [comments] |
Posted: 10 Jun 2021 02:36 PM PDT In a past twab Bungie mentioned that Boots of the Assembler was getting nerfed so that it didn't outshine Sanguine Alchemy and keep Sanguine relevant in some way. Now that BotA have been buffed that means that Sanguine has fallen back into its old place. Does this now warrant it a well needed rework? The ideology behind the exotic is that it works off blood magic. Maybe a rework to its abilities could reflect that. [link] [comments] |
Bungie, Top Tree Golden Gun is not "Working as intended" Posted: 10 Jun 2021 04:23 PM PDT In today's TWAB Bungie stated that "There was a bug in 3.0.0 that unintentionally extended the range of Six Shooter. We issued a fix for this issue, but failed to mention it in our Update 3.2.0 patch notes. Six Shooter now works as it did before 3.0.0 as listed in the 2.7.0 patch notes. " And in the 2.7.0 patch notes stated that that "Golden Gun was reduced to falloff at 30 meters on hip-fire and 40 meters in ADS." However this isnt true user Hawkmoona_Matata tested it and Top Tree Gunslinger damage fall off start at 23 meters with ADS and can't kill anyone past 34 meters. Top Tree Golden Gun is already far from being the best super in the game due to no damage reduction and it's short super time and it staying at sidearm range will be the final nail in the coffin for the super. So please it's not working as intented it's bugged and as a Gunslinger fan i would like it to be fixed and be able to use the super in pvp. [link] [comments] |
Posted: 10 Jun 2021 04:35 PM PDT I swap subclasses when Strikes ask me to play Arc or Void. Otherwise, I have a memory of popping my whole Super to kill one bather in Leviathan. It helps that, in my raid group, I typically run relics, so my ability use is often irrelevant. In my opinion, a lot of elements in Way of the Outlaw are really cool, but none of them work together or push a central playstyle, which is a shame. This is supposed to be the Gunslinger spec. Cayde-6's spec. Shin Malphur's spec. It oozes a mixture of Mandalorian and McCree. It's why it's my favorite to play, but a lot of the power fantasy hasn't ever really transferred through to the gameplay. Since I've been religiously maining it since release, cleared every raid when it was relevant with it (Except Spire of Stars... Bad timing), I think I know what this subclass is supposed to be. It feels it's best when I'm in the midst of combat, dodging gunfire, setting off explosions, and popping heads in-between. And when it works, it feels like it should be great, but there's very little reward for this high-risk playstyle. There's no healing mechanic to back you up like Devour or Knockout, but you make up for that with speed and range, right? The Good!:
The Problems:
Which, I want to say - Explosive Knife was NERFED when they changed it to Proximity Explosive Knife. The ability to use it as a trap is cool, but it didn't used to self-damage, which enabled a fast paced, close-range playstyle with plenty explosives. Now, it self damages with the detonation. It can be shot in mid-air and kill you, and this happens to me in PvE and PvP. It severely limits it's utility.
My Proposed Solutions:
Chains of Woe - Grants a period of increased Handling and Reload Speed after in-air or hip-fire precision kills, Special and Heavy Weapon multikills, Solar explosive kills, or kills with Golden Gun. Stacks up to 5 times. Buffing Handling in addition to Reload Speed helps grant the spec that 'close-range gunfighter' feel that Cayde-6 would exemplify. Allowing it to proc by other means really increases the ability's versatility and rewards your gunplay for using your abilities (Both of which are Solar explosions), which this subclass should promote. The Handling buff could benefit Golden Gun (Making you twirl it up faster after throwing a Grenade or Dodging), and precision kills with the knife can count as 'hip-fired.' Of course, we remove it's ability to buff your allies, or maybe change it so it only grants a minor buff while at max stacks, but meh - but this is a selfish subclass. We're helping them by killing hordes of adds and majors.
Bombs for Bullseyes (Reintroduced from Beta and reworked) - You take no damage from your own, Solar explosions. In addition, each stack of Chains of Woe reduces all explosive damage you take, and your Grenades deal increased damage for each Chains of Woe stack. Six-Shooter - Golden Gun has doubled capacity, accuracy, and rate of fire, and refunds a bullet with each kill. Throwing knives and grenades, killing enemies with melee attacks, and Dodging all refund a small amount of Golden Gun duration. (Don't let the language scare you, 'doubled capacity' is 6 shots) Granting duration during Golden Gun is all that's required to make abilities feel effective during the Super. All refunding duration does, effectively, is cancel out the penalty for the ability's animation. They're already effective on their own, but feel like a waste because you could be shooting instead of using an ability. But that isn't always possible in high-intensity, close-to-mid range, moment-to-moment gameplay. I snickered when Cayde tried to draw his GG against a crowd of Scorn, because he could have just tossed an Explosive Knife. Of course, this was before the Proximity Explosive Knife change, so he could have done it safely without the architects taking issue. Lastly - ADD AN EXOTIC SPECIFIC TO THE CLUSTER. It's absolutely screaming for it's own Celestial Nighthawk. It's a huge element missing, and Lucky Pants are due for a rework. EDIT: Could we shoot our own explosives (With aim assist) to set them off instantly? That would be a cool perk, too. [link] [comments] |
Thorn and lumina need the same buffs Posted: 10 Jun 2021 02:29 PM PDT They both were 150's before being turned over, this means that both they're Range and Stability suck. I'm sure it's easy to control on m&k, but for consol they feel like they kick way harder than they should Not to mention when you do hit a shot, the range is so damn poor that it probably only did damage akinned to that of precision frames. [link] [comments] |
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