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Destiny 2

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Edited by TJ_Dot: 12/3/2019 3:24:03 PM
2

Shadowshot Updates: Take 6 or something?

[i]Just had to[/i] Shadowshot: -Deadfall arrow impact causes suppressing detonation the size of the tether radius (no more, dying because of its delay) Quiver rework: Make it First Person (GG of bows): -Arrows travel at normal bow arrow speed and trajectory for all phases of the draw (retain tether planting at point of contact, tether behaves as normal.) -Draw time matches current or that of a lightweight bow (assuming they're different) -If you really like floating, drawing the arrow will hold you in the air -No air accuracy penalty Super energy: -A solid timer, I think it's good now? -ammo that matches whatever it has now (stops from spam firing wayy more tethers all over the floor) -Timer drains faster if you hold a draw beyond perfect Exotics: -Orpheus: More ammo (whatever it is now with it), kills restore time (So you can use said ammo, have to be effective tho) -Oathkeeper: With indefinite perfect draw, timer does not drain faster, you can float with a fully drawn arrow for as long as you'd like (until super runs out) Damage: -Full damage regardless of draw percentage (cleaner math) PvE: -Honestly, I got no clue how it is, but retain its strength. (Buffed by precision damage) PvP: -~186 non-super body shot (one-shot low armor people anywhere) -~250 headshot (definite kill on non-super) (Super will live) -Guarantee kill if hit while tethered

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  • Not bad ideas overall, although I would like to note that at full draw, bows are hitscan. So that actually makes top tree an even worse option in PvP comparatively lol. Also if bottom tree were to have this it'd basically be Goldie but with 53% damage resistance (what tether currently has), so that'd have to be reduced for bottom tree specifically.

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    • cough

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