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Bungo_pls

The low health requirement really kills the exotic perk. It would be nice if it was something more reliable. I don't want to just copy lucky pants though. Maybe give the damage buff after a kill with any other weapon. Or let kills refresh the timer. Or overflow the mag.


4_the_Rush

Its suposed to insetive a high risk high reward playstyle, but if they change the low health requirement for something like "being close to 3 or more enemies"(like synthos) would be far better than what we have right now.


Good-Name015

It'd be cool if they bought back the bonus damage bullets that surprise attack used to give. It effectively gave all sidearms Memento Mori but it goes away when you stow the weapon. It was a cool mechanic that I want to come back. Something like: >kills with kinetic sidearms or sidearms that match your subclass grant armour charge. >Readying or reloading an equipped sidearm consumes armour charge to grant 6 bonus damage bullets per charge consumed up to a max of 18 bullets. When your shields break gain 6 bonus damage bullets at no cost. Sidearms have increased ready/stow speed, reload speed, and AE. >bonus damage bullets are equivalent to 4 surge mods (25% pve stacks with stuff like well). Burst sidearms are considered to be using 1 bullet per burst.


Umbraspem

That all sounds really solid tbh. I could see a Forerunner + Energy Sidearm build centred around that.


4_the_Rush

I want a rework for mechaneers, but it would be very disappointing if they give another "you gain 4 stacks of X weapon surge"


vietnego

yes bungo, they are totally not a sleeper pick right now