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Destiny 2

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Edited by that1german: 6/29/2019 2:21:55 PM
13

A Topic on Malfeasance (and perhaps other exotics)

[b]Note*[/b] this post is not exclusive to just Malfeasance. If you feel like some other exotic needs some love, say what and how you'd want it to be done. So I was running Blind Well last Tuesday, when I felt the urge to put on my personal favorite exotic hand cannon, Malfeasance. When in use, I noticed how it was functioning compared to one players Recluse and another's Breakneck and noticed how underperforming it was compared to these. And just like a ball of shadow from a Taken Captain, it frustrated me to know that it's only real utility was just a few explosions that 9 times out of 10 killed an enemy before its effect proc'ed. And I got the idea from other sources. With Tractor Cannon now, Lumina next week, and the Trace Rifle in September, what if we added a sense of utility and support to Malfeasance. Enhance the perk so that if a Taken enemy is hit with the explosion from the slugs, the abilities of it and any enemy hit by the explosion are suppressed for a time. So if you take out a goblin and another goblin is hit, it can't give it's friend an invincibility effect. A captain can't throw his blinding effect, no more axion bolts from centurions. And most importantly, Phalanxes can't use their push to give the Architects more kills under their belt. Tell me what you guys think of the idea and again, if you feel like some other Exotic weapon or armor needs a bit of work, say what and how you'd like to see it done. [spoiler]I know Malfeasance is a "team shot" weapon that procs faster with more users shooting the same enemy. This would just give it another way of using it for the more solo player who want to add some sense of support to his team.[/spoiler] Edit: just found out that the Malfeasance catalyst will be getting a range buff and a bigger explosion if a enemy is killed by shadow explosion. Good for majors I guess. Kind of a waste on red bars though. Only time will tell if it lives up to expectations.

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  • Well it's catalyst is at least increasing it's range to be about as high as it's impact (20 range increase) though I do think the catalyst should've also gotten 1 of the following: 1. Increase damage against taken and maybe invaders, though it already does 97-ish on invader crits out of their 300 health or something like that so the second part might make it more OP against invaders than pre nerf NF in crucible. 2. Increase explosive damage and radius. 3. Allow manual detonation of shots by holding reload at the cost of remaining in mag. 4. Mark enemies damaged by shots and explosions.

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