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#feedback

7/27/2015 12:44:57 AM
0

No More Crap Perks

Some of your perks are awesome (and you're about to break some of the best ones) and some of them just... aren't. And then there are those that should be awesome but the proc rate on them is so low they're practically useless. You don't have to reinvent the perk roster every time you release more guns, Bungie. Making sure there are cool perks and perk combinations on those guns is far more important and impressive than 20 new mediocre perks. So, there are some things HoW really got right, like the new stat enhancement tradeoffs, but a lot of its new perks were pretty unimpressive. It looks like you've gone back to the perk drawing board again with the Taken King, so please, make sure the new perks don't suck. Give us new hidden hands and hot swaps, not another icarus. Also, give some thought to what gun you're actually putting the perks on; hot swap is amazing on a fusion rifle and borderline useless on anything else. And while you're at it, if you're going to keep some these subpar old perks in the game, here's what you could do to make them not suck: [b]Mulligan[/b] In theory this perk is awesome. Want proof? Go run Super Good Advice through Aetheon. The problem? It's got a 5% proc rate, making it borderline useless. Give it a 20%-30% proc rate and it'd be amazing [b]Vacuum[/b] Of all the perks to bring through to HoW you chose Vacuum. Really? REALLY? I've tested it out, and it's even less useful than it sounds. Even if it dragged ammo from halfway across the map, there'd still be no way to justify using this perk over anything else. Please just get rid of this perk already. [b]Shoot to Loot[/b] Ok, so shoot to loot isn't terrible per se, it's just that ammo synths are so easy to come by and there are so few times where you can't just go run to the ammo that you're trying to shoot to loot that this perk isn't worthwhile, and no matter how much you break Icebreaker nothing's going to change that. Plus it's the replacement for firefly and final round on snipers, which makes it even worse. [b]Battle Runner[/b] Not everyone's going to agree with me on this one, but I found the perk to only really apply a nominal speed boost. Another perk with Mulligan Syndrome. [b]Casket Mag[/b] Not only does this perk come at the cost of stability, it also provides a pretty pathetic mag increase. It's like extended mag, but worse. And it's the field scout "replacement." Just buff the magazine increase benefit, otherwise you've got another wasted perk. [b]Triple Tap[/b] This rebranded Phantom Gift was kinda meh when it was just on Word of Crota. It wasn't winning any popularity contests. And so you decided to put it on half the HoW weapons? Ok, so on a scout rifle or a large mag hand cannon there's an argument for this perk. Not a good one, since reloading is pretty trivial, but it has utility. However, I can't imagine why you thought it'd be a good idea to stick it on snipers, especially since the new ones generally only have 4 bullet mags. [b]Replenish[/b] This one works, but really, how often are you not going to be able to scrounge some ammo, or just pop a synth? Trials of Osiris, but even then you're talking about a perk that only activates once or twice [i]a game.[/i] There are just too many more useful perks. [b]Grave Robber[/b] I haven't played around with it too much, but it's a hard sell. Like Replenish, there are too many better perks. Now, if it was a guaranteed refill on melee kill, that'd be a perk worth having. [b]Icarus[/b] This one varies based on weapon class, but even on the ones it has a tangible effect on, like ARs, it's not a justifiable choice. It just doesn't provide enough of an accuracy boost, and staying the air is too risky. If you're hellbent on keeping it, it needs to provide enough of a boost that you can just hipfire while in the air, otherwise it won't be worth having. [b]Kneepads[/b] Useful on a shotgun. Useless on a fusion rifle. [b]Glass Half Full[/b] One of the greats... until you nerfed it into oblivion while you were nerfing Suros and auto rifles into oblivion. This one's a keeper, it just needs a bit of a buff. [b]Shank Burn[/b] Most of the prison of elder perks are lackluster, especially because they take up the 2nd perk, but this one's the worst of the worst. The only time shanks are worth thinking about are nightfalls, and even then all you need to do is just pop their solar shields. You don't need a shank burn perk. Ever. [b]Mutineer[/b] A captain's only real ability is to teleport. While suppressing that is useful, stunning a captain is better. In order to compete with Demotion, Mutineer would have to have an almost guaranteed proc. [b]Disciplinarian[/b] A small amount of bonus damage isn't impressive. It'd be better if it were just a Fallen Disruptor perk in the vein of Hive Disruptor. [b]Dreg Burn[/b] It's not as bad as Shank Burn, because at least you see yellow bar Dregs, but it's still lackluster because even yellow bar Dregs aren't particularly hard to dispactch. While HoW allows us to reroll our way out of most garbage perks, some weapon classes, like Hand Cannons and Scout Rifles, have all their good perks backloaded onto the 2nd perk slot, and only have perhaps 2 or 3 worthwhile first perks. Prison of Elder weapons almost universally suffer from having that second perk replaced by fallen specific perks, especially because most of those perks aren't particularly compelling. Just try to give perks and possible perk combinations a bit more thought; useless perks and bad perk combinations are just a waste of our time... and yours.

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