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#feedback

11/19/2014 11:00:23 AM
1

Thoughts for Bad Juju and Thorn

Just some thoughts for buffs for above weapons. Thorn: I read somewhere else that DoT is not reapplied if already active. So first shot applies and then not again until that application has worn off. First change I would suggest is that the DoT last for x seconds (I believe it is 5) from last shot on the target. My second suggestion would be that, WHILE the DoT is active on a target (any target), the gun gets a damage and reload speed buff. I am talking next to instant while the DoT is active. Obviously, if the target is killed, DoT is no longer active and therefore neither is buff. This should make the use and application of the DoT quite tactical in both modes of the game. Damage buff (this is the tough one) should be enough that it is noticeable in PvE, makes a difference in PvP (including making tactically interesting when facing groups), but not decrease the amount of shots required to kill ... rather it should increase the amount of 'overkill'. The reason for the last is that, so far as I understand as I have not used it in PvP yet, Thorn does quite well in that mode. (Ie: I am trying to think of a way to buff it both modes, without unbalancing it.) Third suggestion would be for a buff to reload speed generally (for dealing with large groups of trash that, like Vex usually are, not neatly standing in a line!). Final suggestion: after all the bloody void kills one must complete to get it ... should probably be a Void damage primary! But this is not so important in may opinion. Bad Juju: Is great against trash mob. Sucks against anything else. Below my suggested change from another post to deal with that. Note that this change should massively increase it's PvE effectiveness, without is unbalancing PvP. 2 more shots (21 mag), and increase damage against yellow health bar mobs. Straight out of the box (Archer's Line) critical damage went from 109 on reds to 55 on yellow, if that trend continues even when fully upgraded it is almost a 50% drop off. I had a lot of difficulty killing those level 6 knights with that damage and had to switch to shotgun. As far as I am aware, Auto's do not suffer drop in damage against yellows. I think Bad Juju should be the same. It should be such that, if you empty your mag on a non-shielded yellow mob (assuming mostly head shots), the kill should be guaranteed. To be honest, though, should only take at most 3-4 rounds for pulse rifle (based on assumption that, if I recall correctly, DYK kills yellow in 2 head shots, so pulse rifle should be slightly less than that).

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  • Hi! Don't have the Thorn, but I do have a Bad Juju. I think the drop in damage is due to it's low Impact. I think that raising the impact and the clip size would make this gun very interesting for players. An increase in range and impact should result in an increase in damage. Keeping the clip size on 15 would result in a nice gun with high damage and harsh trade-off; good aiming results in a endless killing spree while missing a few round forces you to reload a lot. I think that was the whole designers idea.

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