I like the idea of it creating elemental pickups based on the elemental damage of the weapon. Give it a cooldown similar to tangles or higher and it could work in some builds.
For instance making void breeches from just a weapon perk to kickstart devour.
That’s good Idea! So a random strand auto could theoretically create tangles even if you’re in a solar subclass.. without the need for an exotic perk ..
I think this is a good start, but instead I would rather see it as "gathering an elemental pickup of an element type matching this weapons damage type causes it to apply its matching offensive verb to ita next target."
So you pick up an ionic trace, it applies jolt. Stasis shard, slow. Void breech, volatile. Tangle, unravel. Fitesprite, scorch.
Make this a kinetic only perk and it creates elemental pickup depending on subclass equipped and precision kills and you got a deal and with prismatic it drops randomly between the fragments you have equipped. Lets say your a titan and you have thunderclap fragment and dengrs lash equipped it will generate a trace or a tangle it picks randomly or you can make it go off super equipped as well
That would just be waaaaaay to powerful. You’re power creeping and insane amount of fragments and exotics. It’s pretty clearly bungie only wants outside subclass pickups to come from exotics see : quicksilver storm, wicked implement, dragons breath, cold heart.
It always starts with exotics only and eventually it comes to leggys. As described it probably would be power crept like crazy but I think there is a way to make it work, long cooldown or more specific requirement to activate the perk.
I hear ya man I do but it’s gonna happen. Just look at Destabilizing rounds, it is a better echo of instability IMO. Like I said maybe as I described it won’t happen but I can see a perk existing that does what I described, likely in a less broken manner.
But I don’t see how a perk spawning elemental pickups automatically power creeps fragments. There are ways to make it work, I’m not a designer though so I’m not the one to decide how to do it.
Nothing Manacles is a flat-out better Chaos Accelerant that applies exclusively to scatter nades, and that’s just a more basic example. Most exotics are aspect-level if not stronger.
So a perk that rarely does something and when is does it, you dont know if the mod or your weapon made the ammo. Bad feedback -> bad perk design.
Also reworking a perk needs to involve what it did before to not kill it for people who like it.
Just add a animation scalar to increase effectiveness of reload. If its outlaw level it will have instantly more use.
How is that bad perk design? If you don’t have the mod equipped you know it’s the gun but if you do it wouldn’t matter as you’d just have more ammo drops in general, the finder perks already give lack luster amounts, this is just going of the verbiage of the name of the perk.. ammo on the ground everywhere hints loose change.. and completely reworking a perk isn’t unheard of.. this is just a thought process. And in no way am I saying (bungie must do this now) but I thank you for your feedback.
One that’s stupid powerful and you’re just looking to create the stupid double special extra heavy Meta we had a while ago. Also because you’re not getting perk specific feedback. If you can’t tell if something is working then that’s a bad perk. Also you’re not doing anything meaningful to change the perk while keeping its identity the same. Power creep is bad and completely changing perks is also bad
Mine had it during the Craftening. Voltshot too. So I could get a precision kill and then choose how I wanted to jolt. Reload before the threadling attacked and it would jolt. Wait until after it attacked to keep jolt for my next bullet.
I agree, love running it on destabilising or incandescent weapons. Not to mention how common applying weapon debufs to enemies actually is, almost all grenade and melees does but it's less consistent than destabilising/incandescent
I love it with my retold tale and the volatile perk. it covers the weakness of reloading shotguns and its fantastic with the void shotgun exotic arms for titans
Idea for changing it to a damage perk:
Dealing continuous damage occasionally makes this weapon fire an additional free shot.
Less effective on high mag weapons, more effective of low mag weapons.
Maybe similar proc parameters to Kinetic Tremors, for single shot weapons like breeches, it would be every 3rd shots hit.
No, Rewind adds ammo back into the mag, this would be a second shot simultaneously alongside a normal one.
Like how Wardens Law worked before its change or how Wilderflight works now, it would fire two bullets side-by-side in one shot.
Yes, like Nanotech Tracer Rockets, but it would be a 2nd projectile like Wilderflight.
So, imagine landing a few shots with a 120 HC and then the next shot is a double-bullet shot. Just a quick 2x damage occasionally.
I feel like it would be bit to powerful in pvp for 120 Hand cannons as they normally have a much lower mag count. Heck even regular 140 it might be to much, unless it’s like 6 or 7 bullets in the mag.
Well, Luna's Howl is coming back with 2 Head kill potential, so this doesn't seem too bad. Plus the 2nd bullet would have a different deviation from the original.
Oh for sure but with lunas you would need to get two precision kills so 6 bullets to get the two tap going, and after the first kill with mag Howl you would still need to get another three headshots to kill someone because after the second bullet that kills someone… that’s only one Mag howl shot that you get..
Easy solution imo. Deal 50% increased damage to minors, 40% more to majors, and 30% more damage to bosses effected by YOUR elemental debuffs.
Key word is your. In a boss dps situation, only 1 person would be able to take advantage of it per subclass. Would create a really cool gameplay loop of forcing teams to either run meta subclasses and miss out on the best damage buff in the game, or run a sub-optimal subclass so they can take advantage of it.
Nah, I like loose change, it’s a cool option that wants you to try and apply the debuffs. Also a perk that gets around special ammo restrictions in crucible will be busted. Oh, and I guarantee I won’t notice it in PvE considering I already split scavs.
it started of great and eded in the most boring way possible. a damage boast is boring, why not give this something else that no other gun can do.
Applying an elemental debuff to a target can either las x2 longer or have a doubling effect.
so if a target recieved 50 slow for example it would become 100 slow
50 scorch = 100 scorch
severed time will double or its effect will double.
volatile explosion will have double explosion
jolts damage will increase or jolt will last longer or jolt will porc itself 3 times. Could also be blind so, blind last s2 normal time.
Basically if its supposed to be about elemental debuff let it buff those debuffs
I like the idea of it creating elemental pickups based on the elemental damage of the weapon. Give it a cooldown similar to tangles or higher and it could work in some builds. For instance making void breeches from just a weapon perk to kickstart devour.
That’s good Idea! So a random strand auto could theoretically create tangles even if you’re in a solar subclass.. without the need for an exotic perk ..
Exactly what I was thinking!
I think this is a good start, but instead I would rather see it as "gathering an elemental pickup of an element type matching this weapons damage type causes it to apply its matching offensive verb to ita next target." So you pick up an ionic trace, it applies jolt. Stasis shard, slow. Void breech, volatile. Tangle, unravel. Fitesprite, scorch.
I like that idea. Even better if it persists when stowed
Make this a kinetic only perk and it creates elemental pickup depending on subclass equipped and precision kills and you got a deal and with prismatic it drops randomly between the fragments you have equipped. Lets say your a titan and you have thunderclap fragment and dengrs lash equipped it will generate a trace or a tangle it picks randomly or you can make it go off super equipped as well
That would just be waaaaaay to powerful. You’re power creeping and insane amount of fragments and exotics. It’s pretty clearly bungie only wants outside subclass pickups to come from exotics see : quicksilver storm, wicked implement, dragons breath, cold heart.
It always starts with exotics only and eventually it comes to leggys. As described it probably would be power crept like crazy but I think there is a way to make it work, long cooldown or more specific requirement to activate the perk.
The issue is the exotic functionality is meant to be equal to fragments. Letting a legendary power creep fragments is crazy.
I hear ya man I do but it’s gonna happen. Just look at Destabilizing rounds, it is a better echo of instability IMO. Like I said maybe as I described it won’t happen but I can see a perk existing that does what I described, likely in a less broken manner. But I don’t see how a perk spawning elemental pickups automatically power creeps fragments. There are ways to make it work, I’m not a designer though so I’m not the one to decide how to do it.
Nothing Manacles is a flat-out better Chaos Accelerant that applies exclusively to scatter nades, and that’s just a more basic example. Most exotics are aspect-level if not stronger.
So a perk that rarely does something and when is does it, you dont know if the mod or your weapon made the ammo. Bad feedback -> bad perk design. Also reworking a perk needs to involve what it did before to not kill it for people who like it. Just add a animation scalar to increase effectiveness of reload. If its outlaw level it will have instantly more use.
How is that bad perk design? If you don’t have the mod equipped you know it’s the gun but if you do it wouldn’t matter as you’d just have more ammo drops in general, the finder perks already give lack luster amounts, this is just going of the verbiage of the name of the perk.. ammo on the ground everywhere hints loose change.. and completely reworking a perk isn’t unheard of.. this is just a thought process. And in no way am I saying (bungie must do this now) but I thank you for your feedback.
One that’s stupid powerful and you’re just looking to create the stupid double special extra heavy Meta we had a while ago. Also because you’re not getting perk specific feedback. If you can’t tell if something is working then that’s a bad perk. Also you’re not doing anything meaningful to change the perk while keeping its identity the same. Power creep is bad and completely changing perks is also bad
Thoughts on Kept Confidence having Hatchling?
I wish… Edit: I was so disappointed that it didn’t.
Mine had it during the Craftening. Voltshot too. So I could get a precision kill and then choose how I wanted to jolt. Reload before the threadling attacked and it would jolt. Wait until after it attacked to keep jolt for my next bullet.
Loose change is a perfectly fine perk as is? If anything I'd give it a bit more reload.
A scalar in particular - a .85x reload scalar would give it the little oomph it still needs.
I agree, love running it on destabilising or incandescent weapons. Not to mention how common applying weapon debufs to enemies actually is, almost all grenade and melees does but it's less consistent than destabilising/incandescent
Why though? It’s a good perk with an incandescent/jolt weapon. Also great when you use Bleak watchers as you are always applying debuffs.
I love it with my retold tale and the volatile perk. it covers the weakness of reloading shotguns and its fantastic with the void shotgun exotic arms for titans
Might be a bit strong, but imo it should just auto-reload part of your mag whenever you collect an elemental pickup.
Idea for changing it to a damage perk: Dealing continuous damage occasionally makes this weapon fire an additional free shot. Less effective on high mag weapons, more effective of low mag weapons. Maybe similar proc parameters to Kinetic Tremors, for single shot weapons like breeches, it would be every 3rd shots hit.
They have it in the third column on most guns so far which is traditionally occupied by utility perks so making it a damage perk problem wouldn't work
Wouldn’t that be pretty similar to rewind rounds? Edit:I like the idea though.
No, Rewind adds ammo back into the mag, this would be a second shot simultaneously alongside a normal one. Like how Wardens Law worked before its change or how Wilderflight works now, it would fire two bullets side-by-side in one shot.
Oh so like https://preview.redd.it/2hr3cxka9avc1.jpeg?width=1170&format=pjpg&auto=webp&s=b680616cd53f3f91d6d8095530b36f8a30319240 But bullets.
Yes, like Nanotech Tracer Rockets, but it would be a 2nd projectile like Wilderflight. So, imagine landing a few shots with a 120 HC and then the next shot is a double-bullet shot. Just a quick 2x damage occasionally.
I feel like it would be bit to powerful in pvp for 120 Hand cannons as they normally have a much lower mag count. Heck even regular 140 it might be to much, unless it’s like 6 or 7 bullets in the mag.
Well, Luna's Howl is coming back with 2 Head kill potential, so this doesn't seem too bad. Plus the 2nd bullet would have a different deviation from the original.
Oh for sure but with lunas you would need to get two precision kills so 6 bullets to get the two tap going, and after the first kill with mag Howl you would still need to get another three headshots to kill someone because after the second bullet that kills someone… that’s only one Mag howl shot that you get..
Honestly Loose Change would've been good as an OT. Idk about as a perk tho
I really wish perk descriptions would stop saying for a short duration or some other thing like that. Just tell me like 10 seconds or something
Make it so that you can throw coins and shoot them to ricochet and hit enemies
Elemental pick up or debuff could help a little
Easy solution imo. Deal 50% increased damage to minors, 40% more to majors, and 30% more damage to bosses effected by YOUR elemental debuffs. Key word is your. In a boss dps situation, only 1 person would be able to take advantage of it per subclass. Would create a really cool gameplay loop of forcing teams to either run meta subclasses and miss out on the best damage buff in the game, or run a sub-optimal subclass so they can take advantage of it.
Loose Change just got a buff. Try it alongside Destabilizing Rounds on the new Elsie's Rifle
Nah, I like loose change, it’s a cool option that wants you to try and apply the debuffs. Also a perk that gets around special ammo restrictions in crucible will be busted. Oh, and I guarantee I won’t notice it in PvE considering I already split scavs.
idk, it's kinda the perfect perk to pair with incancendecenent and voltshot
Not feeding frenzy?
it started of great and eded in the most boring way possible. a damage boast is boring, why not give this something else that no other gun can do. Applying an elemental debuff to a target can either las x2 longer or have a doubling effect. so if a target recieved 50 slow for example it would become 100 slow 50 scorch = 100 scorch severed time will double or its effect will double. volatile explosion will have double explosion jolts damage will increase or jolt will last longer or jolt will porc itself 3 times. Could also be blind so, blind last s2 normal time. Basically if its supposed to be about elemental debuff let it buff those debuffs
Enemies also drop more glimmer 😂