JavaScript is required to use Bungie.net

#feedback

Edited by dresGar: 11/28/2017 4:46:14 PM
17

Graviton Lance needs some slight changes

At this point we are already familiar with the quirkiness inherent to this weapon. [b]-- A 360 RPM pulse rifle with an odd damage distribution, 10% 10% 80%. This means the weapon does the same damage as any other pulse rifle of the same archetype, which is not really a problem IMO.[/b] However, it offers no real advantage while being considerably harder to use. [b]-- Only the last bullet has recoil.[/b] This mechanic is interesting, it may feel counter-intuitive, but I treat it as a scout rifle. [b]-- It has a weaker version of Dragonfly.[/b] There is no point to this perk, specially when another exotic (Sunshot) has a vastly superior version. Now some suggestions. I do not think this rifle needs a straight up buff, for example some other forum threads suggest that the overall damage of the 3 round burst should add up to 120% and stuff like that. I believe exotics should feel different to regular weapons, not necessarily stronger, that is the case with the Graviton Lance. However, it feels like you need to put on too much effort for little reward at the moment. [b]-- Change the 3 round burst to a 2 round burst with a 30% 70% damage distribution (maybe increase the last bullet damage to 80% on precision damage)[/b] This would make the weapon less punishing when you miss the last shot. Also the 2 round burst would give Graviton Lance its own identity besides having high recoil on its last shot. [b]-- Change Cosmology so it is the same as Sunshot's Sun Blast[/b] I feel there is no reason to justify why this perk is so weak Feel free to add some constructive feedback :)

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • I think the weapon has a conflicted design and is impressive in theory but not in practice. I've used it since Xur sold it and many of its quarks give a sense that the weapon was never tested, just designed and approved on paper. I wouldn't suggest a reduction in rounds, a burst weapon with just two rounds seems a bit "eh" to me. It doesn't have the same power fantasy. Further more, I'm not sure your suggestion really gets you to a place where missing the last shot doesn't feel punishing. I'm in favor of a different damage distribution for an entirely different reason, namely wishing to increase the overall damage of the weapon as Pulse Rifles are not in a great place damage wise, but, possibly this will also resolve your issue: I'd suggest making it a staircase of damage with the first shot doing Base Damage (Henceforth abbreviated to Base), then the second shot dealing Base*3 and the third doing Base*6. Dealing slightly more damage than it currently does (Base*9). On Cosmology I'd say that I'd rather not have another carbon copy of Sun Blast, Firefly or Dragonfly(?). I'd rather see it brought in line with the central idea of the weapon which to me seems to be critical hitting all three rounds in each burst. Either keep Cosmology as is damage wise, but make it occur each time you critical hit a full burst or change it to be Seeking when it occurs. Anything would be an improvement over what it is now, I can count the times I've dealt any significant amount of damage with Cosmology on one hand.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon