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#feedback

This thread is inspired by another: view original post

Edited by ConfidentLaptop: 5/25/2016 3:54:00 PM
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Perk Rebalancing (Polls keep breaking. Top is yes, second is no)

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Ive been a huge jerkie in my latest posts. Gonna try not to sound so whiny this time. There's a lot of perks that aren't up to par. For instance, 'feeding frenzy' compared to 'who's next'. Feeding Frenzy increases reload speed after a kill. Whos Next increases reload speed, after a kill with the very last bullet. Why would I use Whos Next, over frenzy, or even outlaw? Or, Counterbalance, which makes the gun just easier to use. A tiny damage boost doesnt mean much if I could just make my gun have near-no recoil. Here's a small list: Who's Next: Kills with the final round of the magazine instantly reloads the gun from reserve. Shoot to Loot: Shooting any type of ammo on the ground picks it up, returns the used round, and reloads the gun that got ammo from the reserves. Target Mark (Bring it back): Shots mark a single target at a time for 5 seconds. This target takes 10% more damage and can be seen through walls. Surrounded: For each enemy within 8m, gain 4% damage. Stacks up to 5 times. Danger Close: For each enemy within 12m, gain 10 reload speed and stability, plus slightly increasing handling speed. Stacks infinitely. Dark Breaker (Let it roll on all guns): Shots break Knight shields and deal 20% more damage to PvE enemies' shields. Eye of the Storm: Gain increased accuracy and fire rate the lower your health (up to 100% for accuracy, and 15% for fire rate.) Exhumed: Range, stability, reload, and handling are maxed for 12.5 seconds after revive. Damage is also increased by 10% while active. Last Resort: Massively increased range, stability, reload, and handling, along with 10% more damage, while the last teammate alive. Glass Half Full: The second half of the magazine does 10% more damage. Hip Fire: Hip fire accuracy is greatly increased. Range penalty for hip firing is greatly decreased. Ideas, too: Punch Through (Pulse and Fusion only. After the first pellet of a burst lands, every pellet after it does 40% more damage to that target's elemental shield.) Refill (Sidearm Only. Kills instantly reload your primary for free.) At the Ready (Sidearm Only. When your primary is emptied, instantly reload this gun for free.) Conversation Starter (Primaries only. Deal 33% more damage to enemies that havent hurt you yet, if and only if you havent damaged them either.) Wall of Lead (Shotguns only. Damage is spread among 1.5x as many pellets, and spread is slightly increased. Pellets have a 50% chance to pierce.)

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