@pyrodactyl: As sad as it is, playing both a Voidwalker and Gunslinger in PvP, both those top trees are better without their main perk unlocked. The 6 shot perk makes Gunslinger unusable in PvP as the charge time is almost nonexistent. If they reduce that penalty drastically in the future, something they should do, I can see it being viable. The Explosive Knife is good, whereas the Knife Juggler is complete garbage (I made those comments while using Knife Juggler). Explosive Knife adds about 30 bonus damage (I think) to the Throwing Knife hit. The way this breaks down is Knife Juggler accounts for 2 HC body shots in damage or about 90 damage on a Crit, whereas Explosive Knife accounts for 2 HC Crits or around 120 damage. This difference makes a huge change in the outcome of a gunfight. I honestly think both need about a 25% increase in damage to make them as viable as they should be, but Explosive Knife is useable where it is at, Knife Juggler not so much. The SlowvaBomb is the most useless thing in all of PvP, which is silly considering the rest of that tree seems PvP oriented. The only reason I recommend not unlocking Six-Shooter or Cataclysm is because they both break their respective Subclasses because they are terribly designed perks.
What I do agree with is that right now the Hunter Class ability is the weakest of the 3 in both PvP and PvE (though Marksman Dodge has great applications in PvE with the Merciless Fusion Rifle, and say what you will about the Titan short barrier over it, but you are rarely able to empty more than 2 Power Mags into anything). Especially with the "Teamshot the Game" mentality Destiny 2 has right now. But I don't actually think its a Hunter Class ability problem. The problem has more to do with non-existent 1v1 encounters and the roving 4 man balls of death. IMO, that is what needs to be dealt with to increase the viability of the Evade. To do that, Destiny 2 needs major adjustments to Grenades damage ability. Sticky Grenades need to do 50% damage on first explosion, and 25% on their 2nd, but also need to have their Explosive Radius improved dramatically, to say 7m around the stuck target. Incendiary/Suppressor Grenades need their explosive Radius extended to about 10m with Incendiaries hitting for about 125 damage plus 5 ticks of 7 burn damage and Suppressors need to hit for about 140 damage plus Suppress the opponent for 6 seconds (less time than it does now). Pulse Grenades need to Pulse slightly less frequently but have a 7m range as well. Tripmines actually need their damage reduced a bit, back down to around 160 but should explode at a much wider angle. Axion Bolts should also go back to around 110 damage per proc, because 70 doens't do anything. I'd also prefer if the recharge timer on grenades was slightly lower as well. Having Grenade recharge mods of your Subclass on your Armor is tough, so I'd also recommend 2x Mods be at 45 sec or so recharge, and 55 seconds for 1 mod, and 1 min 10 sec for no Mods. I believe 2 Mods right now is 1 min 15 sec. In comparrison Destiny 1 with Tier 5 had recharge timers of about 22 seconds. So what I'm suggesting is still 2x that, because I know a lot of people say they don't want Grenade Spam the game, I don't either. But by the same token, I also don't want "once in a blue moon Grenade that does dick all" the game, and that is where we are at right now, and it's the primary reason Destiny 2 is "4 Man Deathball" the game.
Note: Spike Grenades are super nasty if you get hit by them, and I don't remember being tagged once by a Lightning Grenade in Destiny 2 so far. Their Pulse having a huge timer before detonation makes them really bad, but considering without it, they are easily the number 1 Grenade in the game (like they also were in Destiny 1), I'm ok with it.
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