This thread is inspired by another: view original post
Ive been a huge jerkie in my latest posts. Gonna try not to sound so whiny this time.
There's a lot of perks that aren't up to par. For instance, 'feeding frenzy' compared to 'who's next'. Feeding Frenzy increases reload speed after a kill. Whos Next increases reload speed, after a kill with the very last bullet. Why would I use Whos Next, over frenzy, or even outlaw? Here's a small list:
Who's Next: Kills with the final round of the magazine instantly reloads the gun from reserve.
Shoot to Loot: Shooting any type of ammo on the ground picks it up, returns the used round, and reloads the gun that got ammo from the reserves.
Surrounded: For each enemy within 8m, gain 4% damage. Stacks up to 5 times.
Danger Close: For each enemy within 12m, gain 10 reload speed and stability, plus slightly increasing handling speed. Stacks infinitely.
Eye of the Storm: Gain increased accuracy and fire rate the lower your health (up to 100% for accuracy, and 15% for fire rate.)
Exhumed: Range, stability, reload, and handling are maxed for 12.5 seconds after revive. Damage is also increased by 10% while active.
Last Resort: Massively increased range, stability, reload, and handling, along with 10% more damage, while the last teammate alive.
Glass Half Full: The second half of the magazine does 10% more damage.
Hip Fire: Hip fire accuracy is greatly increased. Range penalty for hip firing is greatly decreased.
Ideas, too:
Refill (Sidearm Only. Kills instantly reload your primary for free.)
At the Ready (Sidearm Only. When your primary is emptied, instantly reload this gun for free.)
Conversation Starter (Deal 20% more damage to enemies that havent hurt you yet, if and only if you havent damaged them either.)
This list is subject to change
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A lot of these would become very OP
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[quote]First one, why? Youd need to be near 7 enemies to get the same buff you can get now by being near only 3. Sure, the circle would be larger, but thats it. [b][u]No, you would get the same buff by only being near two enemies. It currently gives a 10% bonus. It also means many guns will kill faster just by being near one enemy in pvp.[/u][/b] Glass half full, how? Suro's version of glass half full is +67%. No one complains. The current glass half full is +9%. [b][u]Suros only ramps up that much for the last 4-5 bullets. And glass half full is currently 3% as soon as you hit the bottom half of the mag and 6% on the last bullet. Anymore than it is now and it would be too powerful.[/u][/b] Conversation Starter would only be good if it rolled on snipers, or in PvE. [b][u]It would be completely broken. Handcannons would two shot people, snipers would kill in one body shot, autos and pulses would insta melt people. It is just a poorly designed perk overall.[/u][/b][/quote]
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Have you never used surrounded before? its a 33% bonus. My Last extremity's damage increases from 49 to the body to 66 in crucible. Test it. That damage buff is minuscule to useless. Plus, the advantages of Counterbalance overweight a tiny damage buff. They would only do that if that started the engagement first, without being shot at. And, again, I said already it would be too good on snipers.
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