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#feedback

Edited by QuincyBlaze: 7/8/2015 8:58:54 PM
98

Hard Light Rework/Auto Rifle buff

Tl;dr included, but you really should read the main thread before making any argument :D While we pressure Bungie to restore power to auto rifles - a buff that should both make them PvE viable and create new options and HC counters in Crucible - we should not forget that of the four Exotic ones, two are exceedingly lackluster, and a third performs average enough not to be given any spotlight, good or bad. These guns? Necrochasm, Hard Light, and Monte Carlo, respectively, with Suros maintaining its Regime as the best Exotic AR. Necrochasm is indisputably the worst, like, way [i]beneath[/i] the barrel bad, judging from everyone's experience with the gun, and there has been ample protest to try and get it fixed. My goal here is to represent the dregs at the bottom of the barrel, Hard Light. The problem with Hard Light isn't with its stats, but its perks, most of all its Exotic Perk. Currently it sports Glass Half Full, boosting the damage of the rounds in the last half of the mag, and Volatile Light, which causes rounds to ricochet off surfaces and overpenetrate enemies. Glass Half Full is a great perk, really, but Volatile Light is nothing more than novelty, as there is no real use for ricochet rounds, outside of trolling in PvE with trick shots. First I'll focus there, then alter some other perks based on my change. Volatile Light's name suggests exactly that: Volatile light is being fired from this weapon, highly reactive and explosive. What would it react with? Other light, namely enemy overshields. To repurpose Hard Light into a shield breaker, I say the perk changes to this: Rounds do bonus damage to elemental shields. [spoiler](Element) Weapon v (Element) Shield = 200% damage Hard Light v (Element) shield = 250% damage However, burn modifiers do not affect Hard Light: (Element) Burn (Element) Weapon v (Element) Shield = 300% damage (Element) Burn Hard Light v Solar Shield = 250% damage Small Arms, however, does affect Hard Light's shield busting capacity, [i]greatly[/i]: Small Arms Primary = 200% damage (standard 2x damage, assuming Kinetic v shield) Small Arms Hard Light (v shield) = 500% damage (2x perk bonus of 250%) [/spoiler] Elemental shields that this weapon breaks explode, damaging and staggering nearby enemies. [spoiler]Explosion animation is like a much more violent version of the shield break animation. Stats comparable to Firefly: Firefly: 50 Solar damage, 5 meter radius Shield Break: 70 (Shield element) damage, 3.75 meter radius. [/spoiler] Rounds also ignore Hard Shields. [spoiler]A Hard Shield is a Phalanx Shield, Hobgoblin Fire Shield, Knight Wall of Darkness.[/spoiler] With this perk in place, Hard Light's new purpose is to punish heavily shielded enemies. In PvP, there are no elemental shields. Hard Light still functions, just at a lesser rate. It would do 120% bonus damage to Guardian shields, but no explosion on shield depletion. Because of the increased damage potential of Volatile Light, I also propose that Glass Half Full be replaced with [b]Persistent[/b] or [b]Zen Moment[/b] instead. Yes, I am aware that Zen is currently only on Hand Cannons, Scouts, Pulses and LMGs. However, I think that it would be a great pairing with this new Volatile Light, and also help keep Hard Light alive in PvP. I also don't think having a consistent stream of boosted damage rounds would seem that balanced. In any case, this would not be the first weapon to borrow a perk from another archetype's pool— *cough* Fatebringer! *coughcough* A final change to pay homage to the old Hard Light would be to switch the Quick Draw mod with Armor Piercing Rounds. This way we have access to that old piercing effect. What's more, now you can damage multiple shielded mobs at once, potentially causing a [i]volatile[/i] chain reaction. Forgive all the puns I may have used. Please. Edit: Tl;dr [spoiler] Hard Light Changes: - Glass Half Full - Quick Draw - Volatile Light: Rounds overpenetrate and bounce off hard surfaces. + Zen Moment + Armor Piercing Rounds + Volatile Light: Rounds react with enemy shields, doing bonus damage, as well as exploding those of Minions of the Darkness. In addition, rounds bypass Hard Shields. [/spoiler] What do you think? Edit 2: Nice job getting this to top the trending and highest rated lists! We can't get change without voicing our desire for it, so please continue to share this thread, and make your own, not just for Hard Light, but for Necrochasm and ARs in general. Edit 3: Buffing hard shield ignore to 15% and 30% respectively. To be useful it really must be more present, especially in PvP. Edit 4: Reworked Volatile Light even more. Hard Shields are totally ignored, and Guardian Shields no longer classify as such. Instead, they are susceptible to a reduced effect in PvP.

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  • Perhaps crowd control in place of glass half full? Damage output is much more desirable I think, that also makes field scout more desirable because of the deeper magazine

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  • Please check out this weapon balancing article and give feedback. It's a good read, thanks. https://www.bungie.net/en/Forum/Post/117004290/0/0

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  • Bump

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  • Reworked Hard Light even more. I think it's in a better place

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  • I would love to see a weapon that works as a Scout/Pulse Rifle + Assault Rifle An exotic that would have switchable fire modes: Full auto (in this case auto rifle) would have bonus damage vs shields just as you suggested, BUT it wouldn´t deal a lot of damage to unshielded enemies. Pulse/Scout mode would have perks enhancing precision damage or stability (this would need tinkering to not be dominant in PvP) This way you could have and amazing primary that would be PvE-focused for shielded enemies/bosses and a gun worthy of its exotic status. The only thing that would need to be done is the mode switch. It CANNOT be done the same as Murmur...too slow. It has to be a button on the controller

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    • i see all these calls for auto buffs and such and such but i actually use autos more now. wouldnt even touch them pre patch. few of my friends are the same way. also. hardlight is fine

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      • Bump

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      • Bump

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      • CLEAR!!!!!

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        • I like the bonus damage against elemental shields, I actually thought about that a few days ago. Personally I just think they should rebuff the perk so that the over penetrating rounds actually go through all lined up targets doing normal DMG. They made it so you can only shoot through 2-3. And for the record hard light is currently better than suros in pvp, I was using it and that thing is a monster. Then again I can carry my team using no land beyond lol. If you hit your headshots it kills in 8-12 shots, assuming you hit all headshots

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          • Bump

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          • I think the idea is cool but some guns have to be worse than others. Love the shield penetrater for the cabal shield etc but the increased damage on guardians and the percents you suggested are much too high.

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            • Yesssss

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            • Okay, your update to volatile light seems a touch op. Perhaps just have it ignore all shield resistances. Same for all exotic primaries

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              • Edited by notsleepin: 6/19/2015 3:37:19 PM
                Yea the concept behind the gun severely disappointed me since this is by far my favorite AR due to the fun handling and muzzle sounds. I would love it if this actually penetrated cover and Cabal shields at least. It's not accurate enough to be useful as an AR unless they add that slight adjustment in my opinion. If I have to burst fire this weapon I may as well switch to another gun. If they give this actual penetration it's lack of accuracy is limiting enough to allow it to be effective but not op, but still messy and fun to shoot. Edit: After posting this I dusted off the gun and tried it out on some bounties and it seems more accurate than I remember at least at medium range which is technically working as intended. I still feel like the penetration to soft cover/cabal shields would be needed for using it from cover in a nightfall/strike situation where you need to be a little farther away and thus wasting half the clip lining up on a cabal right arm since they don't usually flinch.... This indicates these guns were not designed with much thought into pve raid or hard strike dynamics in mind, which I hope isn't true. I feel like being able to kill hidden dregs and acolytes behind cover, and shooting through shields of knights/cabal would simply elevate these guns to a hard mode legendary status instead of making them grossly overpowered. Don't worry, no one will stop using the Thorn as much 😉.

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              • Great topic man!!

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              • Beep beep here come the paddles

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                • Performing cpr on this dead post I hope this works...

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                  • Oh man that would be amazing! Hard Light is by far my fav auto rifle purely because of the way it looks and sounds, yet I was so sad when I finally got it. I would really appreciate it if the developers did take another look at this weapon and possibly do a revision. This gets a bump from me.

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                  • My god, if this happened my Titan would use nothing else.

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                  • Bump I had a very similar idea with the damage penetrating the shield Great job!

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                    • I hope this comes to fruition.

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                      • I just got Hardlight last night and to my surprise, it is really enjoyable to use, especially the sound. However, it just under performs on anything other than tier 1 mobs, which is very disappointing. Either shield mitigation or arc damage would make the gun usable in most scenario. As it is, when the Wolves frenzy I must switch to Hawkmoon.

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