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		<title><![CDATA[Forerunner Gaming - Buffs, Nerfs, and changes.]]></title>
		<link>https://forerunnergaming.org/forums/</link>
		<description><![CDATA[Forerunner Gaming - https://forerunnergaming.org/forums]]></description>
		<pubDate>Mon, 20 Apr 2026 09:08:24 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[CCD Buff/Change]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=10124</link>
			<pubDate>Wed, 05 May 2021 15:21:35 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=10124</guid>
			<description><![CDATA[The Candy Cane Deagle (CCD) has been around forever, and has been nerfed once in the past, but this thread is just about making the gun usable again. As it stand the CCD is nothing but a nuisance. <br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Issue #1</span></span><br />
The CCD main trait is that it has a chance to freeze the player in a block of ice and deal damage over time. The only issue now is that the freezing of someone does not actually deal the damage over time <span style="text-decoration: underline;">that it says it will in the trait description</span>, and instead gives them about 11 to 15 seconds of invulnerability. Which can very often screw over whoever decides to use a CCD.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Issue #2</span></span><br />
Even if the trait did, ya know, do what it says it will, the fact that the freezeing of a target comes before the actual bullet damage is just bad design. Why would anyone ever use a CCD over an ordinary deagle when if you headshot someone that could just be cancelled because oops unlucky ccd proc and saves their life. This is compounded by the issue that the ice block again does not even deal its damage.<br />
<br />
Mainly I and many other people who use a ccd on the regular are just asking for some love. Fixing issue #1 is of most priority as it is in the trait description that it should deal damage. Issue #2 I can live without being addressed if that is really how it was intended, but I will still complain about it.<br />
<br />
Thank you for your time and have a wonderful day.]]></description>
			<content:encoded><![CDATA[The Candy Cane Deagle (CCD) has been around forever, and has been nerfed once in the past, but this thread is just about making the gun usable again. As it stand the CCD is nothing but a nuisance. <br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Issue #1</span></span><br />
The CCD main trait is that it has a chance to freeze the player in a block of ice and deal damage over time. The only issue now is that the freezing of someone does not actually deal the damage over time <span style="text-decoration: underline;">that it says it will in the trait description</span>, and instead gives them about 11 to 15 seconds of invulnerability. Which can very often screw over whoever decides to use a CCD.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Issue #2</span></span><br />
Even if the trait did, ya know, do what it says it will, the fact that the freezeing of a target comes before the actual bullet damage is just bad design. Why would anyone ever use a CCD over an ordinary deagle when if you headshot someone that could just be cancelled because oops unlucky ccd proc and saves their life. This is compounded by the issue that the ice block again does not even deal its damage.<br />
<br />
Mainly I and many other people who use a ccd on the regular are just asking for some love. Fixing issue #1 is of most priority as it is in the trait description that it should deal damage. Issue #2 I can live without being addressed if that is really how it was intended, but I will still complain about it.<br />
<br />
Thank you for your time and have a wonderful day.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[OC-U-L4S Buff/Change]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=10058</link>
			<pubDate>Wed, 07 Apr 2021 14:47:35 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=10058</guid>
			<description><![CDATA[<a class='oembed' href="https://i.imgur.com/mjd9qhK.png" target="_blank">https://i.imgur.com/mjd9qhK.png</a><br />
<br />
Hello,<br />
<br />
The Crystalline Resonance trait is pretty neat and it does a lot. If the trait procs and lands, it can be pretty devastating. However, the trait runs into an issue where the target will die most of the time before the trait gets much use. Causing the user to run out of ammo after their 3rd kill and not really leaching much if any life. I have some suggestions that may help the gun overall without increasing the TTK of the weapon and would hopefully be some QoL changes to make the trait/gun feel a tad better to use. As currently, the 2 playstyles that I've been successful on have been either a: shoot orb at AFKs then shoot at someone else, or b: use another person's primary after the 3rd/4th encounter.<br />
<br />
If any of these changes are made, I believe that the 1st change listed would fit the gun best, giving the trait a unique playstyle but not making it too strong due to the user constantly needing to be in danger and winning fights to make it effective. <br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">preferred Buff idea 1:</span></span><br />
- Players that are tethered by the trait and get killed drop a charged orb for the OCUL4S user to pick up, this orb will refill the players active clip with whatever ammo was left in the players gun on death and this can overfill past the OCUL4S 25 clip cap (someone using a huge would give the user a large clip, but if someone is using a shotgun or deagle the ammo increase would be low). <br />
<br />
This would allow the gun to have a higher risk to use but a higher reward. Being fast with the gun will reward the player for engagements but would put the user at greater risk of just dying. It would make up for the fact that this gun isn't good at all past short range due to the accuracy of the gun needs to be continuously fired for it to be worth it. Larger clips would mean the trait would get some more use, and possibly let the user engage in a slightly longer range. However, unless the OCUL4S use is gunning down AFKs, this shouldn't be too bad of a buff since most of the time the person on the receiving end should be shooting at the OCUL4s player as well. This would really just help with Ammo management for the OCUL4S user as currently, I'm just running out of ammo after the 3rd/4th kill it feels like.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">buff Idea 2:</span></span><br />
- Make the trait Linger on headshot kill, either tethering to a new nearby target or exploding causing the orb to be attached to multiple nearby targets. <br />
<br />
This would make the trait itself last longer, making it more deadly. If latching onto another target, the ammo leach would get more use out of the item, allowing the OCUL4S user to continue firing. Would give scenarios where the OCUL4S use is latched onto multiple targets, leaching ammo/HP. Could be fun <img src="https://forerunnergaming.org/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /> but would honestly cause more issues with crossfire and unsure if more of that would be wanted since even something like Gory is annoying so this is just an idea.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">QoL Change idea 1:</span></span><br />
- Make the accuracy stay tighter longer, and not resetting when just stop firing. Feels weird going from normal aim to can't hit the side of a barn just because I stopped firing. Part of the reason why the ammo is doodoo.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">QoL change idea 2:</span></span><br />
- give the gun more overall ammo, boring QoL change but the simplest one.<br />
<br />
In all, Buff idea 1 would be neat in practice and wouldn't just be free value. The QoL changes are something that could help the feel of the weapon in the meantime, but may not want to be stacked with buff idea 1 if that makes sense.]]></description>
			<content:encoded><![CDATA[<a class='oembed' href="https://i.imgur.com/mjd9qhK.png" target="_blank">https://i.imgur.com/mjd9qhK.png</a><br />
<br />
Hello,<br />
<br />
The Crystalline Resonance trait is pretty neat and it does a lot. If the trait procs and lands, it can be pretty devastating. However, the trait runs into an issue where the target will die most of the time before the trait gets much use. Causing the user to run out of ammo after their 3rd kill and not really leaching much if any life. I have some suggestions that may help the gun overall without increasing the TTK of the weapon and would hopefully be some QoL changes to make the trait/gun feel a tad better to use. As currently, the 2 playstyles that I've been successful on have been either a: shoot orb at AFKs then shoot at someone else, or b: use another person's primary after the 3rd/4th encounter.<br />
<br />
If any of these changes are made, I believe that the 1st change listed would fit the gun best, giving the trait a unique playstyle but not making it too strong due to the user constantly needing to be in danger and winning fights to make it effective. <br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">preferred Buff idea 1:</span></span><br />
- Players that are tethered by the trait and get killed drop a charged orb for the OCUL4S user to pick up, this orb will refill the players active clip with whatever ammo was left in the players gun on death and this can overfill past the OCUL4S 25 clip cap (someone using a huge would give the user a large clip, but if someone is using a shotgun or deagle the ammo increase would be low). <br />
<br />
This would allow the gun to have a higher risk to use but a higher reward. Being fast with the gun will reward the player for engagements but would put the user at greater risk of just dying. It would make up for the fact that this gun isn't good at all past short range due to the accuracy of the gun needs to be continuously fired for it to be worth it. Larger clips would mean the trait would get some more use, and possibly let the user engage in a slightly longer range. However, unless the OCUL4S use is gunning down AFKs, this shouldn't be too bad of a buff since most of the time the person on the receiving end should be shooting at the OCUL4s player as well. This would really just help with Ammo management for the OCUL4S user as currently, I'm just running out of ammo after the 3rd/4th kill it feels like.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">buff Idea 2:</span></span><br />
- Make the trait Linger on headshot kill, either tethering to a new nearby target or exploding causing the orb to be attached to multiple nearby targets. <br />
<br />
This would make the trait itself last longer, making it more deadly. If latching onto another target, the ammo leach would get more use out of the item, allowing the OCUL4S user to continue firing. Would give scenarios where the OCUL4S use is latched onto multiple targets, leaching ammo/HP. Could be fun <img src="https://forerunnergaming.org/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /> but would honestly cause more issues with crossfire and unsure if more of that would be wanted since even something like Gory is annoying so this is just an idea.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">QoL Change idea 1:</span></span><br />
- Make the accuracy stay tighter longer, and not resetting when just stop firing. Feels weird going from normal aim to can't hit the side of a barn just because I stopped firing. Part of the reason why the ammo is doodoo.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">QoL change idea 2:</span></span><br />
- give the gun more overall ammo, boring QoL change but the simplest one.<br />
<br />
In all, Buff idea 1 would be neat in practice and wouldn't just be free value. The QoL changes are something that could help the feel of the weapon in the meantime, but may not want to be stacked with buff idea 1 if that makes sense.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Buff / Change Frostburns]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9943</link>
			<pubDate>Wed, 02 Dec 2020 12:52:28 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9943</guid>
			<description><![CDATA[Right now the Frostburn gun, which is relatively difficult to get compared to some other guns, is often enough worse than a lot of primordials. It can't automatically fire, the charge up time for the special ability is slow, and you can only proc one of the effects at a time.<br />
<br />
Of course, I have a couple of ideas regarding changes/buffs that could be made to the weapon.<br />
1. Speed up the charging time for the special ability and potentially change the key for it. You could also add the option to charge both abilities at once, on a separate key, but make that option slower than charging just one ability at a time.<br />
2. Give the gun a way to make it automatic whether it be a separate mode from the one where you can charge the abilities, like with the megalodon rifles different modes, or creating a key to charge the ability like with the bows. If you did this one, you could also make it so that charging the ability depends on which gun was fired last and remove it's ability to shoot both at once.<br />
3. When you do shoot both guns at once, you could keep the firing mode the same but have the ability to charge them both at the same time but with the same charge rate as normal considering it's not an automatic gun and it already charges pretty slowly.<br />
4. Buff the damage of the abilities to make up for the slow charge rate and lack of automatic firing.<br />
<br />
That's all I have to say/suggest, hopefully you find this to be a worthwhile thought and take it into consideration, at least.]]></description>
			<content:encoded><![CDATA[Right now the Frostburn gun, which is relatively difficult to get compared to some other guns, is often enough worse than a lot of primordials. It can't automatically fire, the charge up time for the special ability is slow, and you can only proc one of the effects at a time.<br />
<br />
Of course, I have a couple of ideas regarding changes/buffs that could be made to the weapon.<br />
1. Speed up the charging time for the special ability and potentially change the key for it. You could also add the option to charge both abilities at once, on a separate key, but make that option slower than charging just one ability at a time.<br />
2. Give the gun a way to make it automatic whether it be a separate mode from the one where you can charge the abilities, like with the megalodon rifles different modes, or creating a key to charge the ability like with the bows. If you did this one, you could also make it so that charging the ability depends on which gun was fired last and remove it's ability to shoot both at once.<br />
3. When you do shoot both guns at once, you could keep the firing mode the same but have the ability to charge them both at the same time but with the same charge rate as normal considering it's not an automatic gun and it already charges pretty slowly.<br />
4. Buff the damage of the abilities to make up for the slow charge rate and lack of automatic firing.<br />
<br />
That's all I have to say/suggest, hopefully you find this to be a worthwhile thought and take it into consideration, at least.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Buff / change miserys end]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9869</link>
			<pubDate>Fri, 09 Oct 2020 22:08:16 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9869</guid>
			<description><![CDATA[Its a very cool godlike, with unique neat traits, but it feels underwhelming. With how it charges, TTT or events, you typically only ever get the buff when its too late or not needed. I think theres a few different things it could use<br />
<br />
- Lower the amount it takes to charge, one good essance absorb should be enough (can have longer cooldown for absorb, that starts after the buff wears off<br />
<br />
-Make it show that it's full, then manually start the buff<br />
<br />
-Increase the base clip size (Maybe)<br />
<br />
-Increase speed of the essences coming to the gun<br />
<br />
Please add anything else you think it could use, its way too cool to be so underwhelming]]></description>
			<content:encoded><![CDATA[Its a very cool godlike, with unique neat traits, but it feels underwhelming. With how it charges, TTT or events, you typically only ever get the buff when its too late or not needed. I think theres a few different things it could use<br />
<br />
- Lower the amount it takes to charge, one good essance absorb should be enough (can have longer cooldown for absorb, that starts after the buff wears off<br />
<br />
-Make it show that it's full, then manually start the buff<br />
<br />
-Increase the base clip size (Maybe)<br />
<br />
-Increase speed of the essences coming to the gun<br />
<br />
Please add anything else you think it could use, its way too cool to be so underwhelming]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Change]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9841</link>
			<pubDate>Wed, 16 Sep 2020 19:57:43 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9841</guid>
			<description><![CDATA[Give challenge badge the ability to "collect scroll weapon" and it will remove the weapon with the prefix you currently need to do your scroll challenge.]]></description>
			<content:encoded><![CDATA[Give challenge badge the ability to "collect scroll weapon" and it will remove the weapon with the prefix you currently need to do your scroll challenge.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Change]Updates to survive]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9807</link>
			<pubDate>Sat, 08 Aug 2020 23:08:00 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9807</guid>
			<description><![CDATA[Brass, I love you, and I know you hate your old code, but man, survive needs some serious attention<br />
<br />
<br />
Bug issues that I've noticed<br />
1.  There's been hella errors involving bones?  That's what I saw a lot in the console, it usually pops up usually with the charple zombies<br />
2.  Fireball hits like 10% of the time, even in whole groups<br />
3.  A couple of the new guns don't let you buy them off the walls or show incorrect names, and also sometimes don't show the stat cards, I've noticed this with tec-9s and vectors (not that anyone uses those)<br />
4.  You can have the triangle/square pieces go through the wall next to it if you aren't careful, making the piece get stuck on the other side of it<br />
5.  You can hit your allies with traits from guns, i've noticed look at feet and phoenix work, I haven't seen many others work on allies<br />
6.  Grenades don't seem to work<br />
7.  Staffs don't make noise when fully charged<br />
8.  Remote bomb doesn't seem to work on boss<br />
<br />
QoL<br />
1.  Allow us to dismiss the mystery chest item or shorten the length of time a little<br />
2.  Put monthlies in the chest<br />
3.  Update the godlike options for the walls to include more godlike options, and possibly give them traits, to make them worth the &#36;15000 instead of just buying loadout<br />
4.  update the guns from chest to have a chance to get lucky<br />
5.  Give zombie destroyer a buff, it's hot garbage compared to like the maverick spas<br />
6.  For multiple players give the same health bars and things that you see in IoD and asylum<br />
7.  get rid of the fog, it doesn't do much but like cause lag<br />
<br />
Community Suggested<br />
Heisen:  Add lucky to zombie destroyer]]></description>
			<content:encoded><![CDATA[Brass, I love you, and I know you hate your old code, but man, survive needs some serious attention<br />
<br />
<br />
Bug issues that I've noticed<br />
1.  There's been hella errors involving bones?  That's what I saw a lot in the console, it usually pops up usually with the charple zombies<br />
2.  Fireball hits like 10% of the time, even in whole groups<br />
3.  A couple of the new guns don't let you buy them off the walls or show incorrect names, and also sometimes don't show the stat cards, I've noticed this with tec-9s and vectors (not that anyone uses those)<br />
4.  You can have the triangle/square pieces go through the wall next to it if you aren't careful, making the piece get stuck on the other side of it<br />
5.  You can hit your allies with traits from guns, i've noticed look at feet and phoenix work, I haven't seen many others work on allies<br />
6.  Grenades don't seem to work<br />
7.  Staffs don't make noise when fully charged<br />
8.  Remote bomb doesn't seem to work on boss<br />
<br />
QoL<br />
1.  Allow us to dismiss the mystery chest item or shorten the length of time a little<br />
2.  Put monthlies in the chest<br />
3.  Update the godlike options for the walls to include more godlike options, and possibly give them traits, to make them worth the &#36;15000 instead of just buying loadout<br />
4.  update the guns from chest to have a chance to get lucky<br />
5.  Give zombie destroyer a buff, it's hot garbage compared to like the maverick spas<br />
6.  For multiple players give the same health bars and things that you see in IoD and asylum<br />
7.  get rid of the fog, it doesn't do much but like cause lag<br />
<br />
Community Suggested<br />
Heisen:  Add lucky to zombie destroyer]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Change]VIP Tokens]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9774</link>
			<pubDate>Sun, 26 Jul 2020 01:01:21 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9774</guid>
			<description><![CDATA[Please, allow them to stack for easy market listing, and mass purchase to allow more than 1 at a slow time to be bought at once]]></description>
			<content:encoded><![CDATA[Please, allow them to stack for easy market listing, and mass purchase to allow more than 1 at a slow time to be bought at once]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[special trait for soulcatcher]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9766</link>
			<pubDate>Thu, 23 Jul 2020 22:48:19 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9766</guid>
			<description><![CDATA[add a trait called the bone thrown which allows you to sit in a bone chair while fishing <br />
purely cosmetic]]></description>
			<content:encoded><![CDATA[add a trait called the bone thrown which allows you to sit in a bone chair while fishing <br />
purely cosmetic]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Remove the halo map that everyone exploits]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9763</link>
			<pubDate>Thu, 23 Jul 2020 03:28:01 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9763</guid>
			<description><![CDATA[remove the awful halo map that everyone uses a mixture of bloodsurge, spiderman gun, blink etc. to get out of the map and intentionally delay the game<br />
<br />
playing on this map and so far every round the det or bloodsurge users have left the map to intentionally delay<br />
<br />
seuss [detective] bought weapon_br_dethook<br />
Luna [detective] bought weapon_br_dethook <br />
<br />
bored of people buying spiderman guns and exploiting]]></description>
			<content:encoded><![CDATA[remove the awful halo map that everyone uses a mixture of bloodsurge, spiderman gun, blink etc. to get out of the map and intentionally delay the game<br />
<br />
playing on this map and so far every round the det or bloodsurge users have left the map to intentionally delay<br />
<br />
seuss [detective] bought weapon_br_dethook<br />
Luna [detective] bought weapon_br_dethook <br />
<br />
bored of people buying spiderman guns and exploiting]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[add vorpal to giveaway beam]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9754</link>
			<pubDate>Sat, 18 Jul 2020 00:54:51 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9754</guid>
			<description><![CDATA[add vorpal to the giveaway beam sword <br />
stonks]]></description>
			<content:encoded><![CDATA[add vorpal to the giveaway beam sword <br />
stonks]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Deathbringer]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9717</link>
			<pubDate>Sat, 11 Jul 2020 17:17:35 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9717</guid>
			<description><![CDATA[The deathbringer is one of the classic godlikes on the server. It's the first event godlike we had and it has a proc that I think is really cool. However, it's not by any means a good weapon. I just said that the proc is cool, but it's not actually any good. First of all, the deathbringer is a rifle which means that in most situations you're using a rifle you will never proc the ball since you're going for headshots which is an insta kill, and Given how common mobility is now as a stat or utility on a lot of weapons, most people have a way to outrun the laughably slow ball that chases them if you hit their body and proc the ball. The other interesting thing this weapon has is it's second mode, which is a melee. The problem with it is that every single part of it is useless. It's slow to pull out, slow to swing, does little damage, the only good thing it has is proccing the ball but unless you proc it first swing then you'll instantly be killed for even looking at someone while swinging it.<br />
<br />
My suggestion for changing this weapon is<br />
<br />
First of all, make the red tint a bit less dark so looking through it isn't so hard in darker maps.<br />
<br />
Give it a pull out and reload animation. It also has the old nexus repeater bug where you can keep reloading while shooting so you never run out of ammo.<br />
<br />
Make Deathbringer balls scale to mobility, and the longer the ball is active, the faster it moves.<br />
<br />
For the melee mode, make headshots charge up the melee mode, which allows you to get a guaranteed proc when you swing at someone who is X meters away (to prevent people from running right up to someone and insta killing them with the proc)<br />
<br />
Also give the sniper gory trait, it'll make getting kills with it more satisfying just like Conq headshots + it makes sense with the weapon.<br />
<br />
Feel free to give your suggestions for the deathbringer below, I think it's a really cool weapon that needs a bit of love.]]></description>
			<content:encoded><![CDATA[The deathbringer is one of the classic godlikes on the server. It's the first event godlike we had and it has a proc that I think is really cool. However, it's not by any means a good weapon. I just said that the proc is cool, but it's not actually any good. First of all, the deathbringer is a rifle which means that in most situations you're using a rifle you will never proc the ball since you're going for headshots which is an insta kill, and Given how common mobility is now as a stat or utility on a lot of weapons, most people have a way to outrun the laughably slow ball that chases them if you hit their body and proc the ball. The other interesting thing this weapon has is it's second mode, which is a melee. The problem with it is that every single part of it is useless. It's slow to pull out, slow to swing, does little damage, the only good thing it has is proccing the ball but unless you proc it first swing then you'll instantly be killed for even looking at someone while swinging it.<br />
<br />
My suggestion for changing this weapon is<br />
<br />
First of all, make the red tint a bit less dark so looking through it isn't so hard in darker maps.<br />
<br />
Give it a pull out and reload animation. It also has the old nexus repeater bug where you can keep reloading while shooting so you never run out of ammo.<br />
<br />
Make Deathbringer balls scale to mobility, and the longer the ball is active, the faster it moves.<br />
<br />
For the melee mode, make headshots charge up the melee mode, which allows you to get a guaranteed proc when you swing at someone who is X meters away (to prevent people from running right up to someone and insta killing them with the proc)<br />
<br />
Also give the sniper gory trait, it'll make getting kills with it more satisfying just like Conq headshots + it makes sense with the weapon.<br />
<br />
Feel free to give your suggestions for the deathbringer below, I think it's a really cool weapon that needs a bit of love.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[BUFF] Increase Scattershot Starting ammo]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9708</link>
			<pubDate>Tue, 07 Jul 2020 22:01:43 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9708</guid>
			<description><![CDATA[maybe its something that cant be implemented since most guns operate on reserves being clipx2 but i wondered if there was a way to make special accommodations for a gun like Scattershot that has 6 shots total 2 in clip 4 in reserve<br />
<br />
Maybe other guns could get modernized like this but i personally dont use or know of the others that could get this treament]]></description>
			<content:encoded><![CDATA[maybe its something that cant be implemented since most guns operate on reserves being clipx2 but i wondered if there was a way to make special accommodations for a gun like Scattershot that has 6 shots total 2 in clip 4 in reserve<br />
<br />
Maybe other guns could get modernized like this but i personally dont use or know of the others that could get this treament]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[change] esoteric/first prayer]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9706</link>
			<pubDate>Tue, 07 Jul 2020 18:32:26 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9706</guid>
			<description><![CDATA[hi i guess im posting stuff again about changing stuff again<br />
probably not a big deal if u do or dont but i just think they could feel a little more finished and perfected?<br />
<br />
for first prayer, i was thinking right click could use some changes<br />
really should just work like roadhog/bucky right click where its instant but if you use it too close it sucks<br />
<br />
esoteric has a few things. i mean its a good gun for sure, but its boring as heck and many peeps say the same that ive asked<br />
i was thinking drones should be a 1 in x proc alongside the already existing "e" much like dark matter (would only proc 1 drone, mobility to scale off how many drones)<br />
i also think drones should be able to proc whatever suffixes/traits are on the esoteric<br />
<br />
thanks gamers<br />
unpoke SIGNING OUT<br />
<hr />
also im not gonna bother posting about the snwoglobe sorry]]></description>
			<content:encoded><![CDATA[hi i guess im posting stuff again about changing stuff again<br />
probably not a big deal if u do or dont but i just think they could feel a little more finished and perfected?<br />
<br />
for first prayer, i was thinking right click could use some changes<br />
really should just work like roadhog/bucky right click where its instant but if you use it too close it sucks<br />
<br />
esoteric has a few things. i mean its a good gun for sure, but its boring as heck and many peeps say the same that ive asked<br />
i was thinking drones should be a 1 in x proc alongside the already existing "e" much like dark matter (would only proc 1 drone, mobility to scale off how many drones)<br />
i also think drones should be able to proc whatever suffixes/traits are on the esoteric<br />
<br />
thanks gamers<br />
unpoke SIGNING OUT<br />
<hr />
also im not gonna bother posting about the snwoglobe sorry]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Change] Meme traits don't apply to trait cap for other kinds of jewels.]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9704</link>
			<pubDate>Tue, 07 Jul 2020 16:02:49 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9704</guid>
			<description><![CDATA[Basically what the title says. Things like I'm touching you, moan, and now babyrage take up a trait cap for other jewels and are basically just cosmetic. They should still apply if you want to add another meme traits to the gun though.]]></description>
			<content:encoded><![CDATA[Basically what the title says. Things like I'm touching you, moan, and now babyrage take up a trait cap for other jewels and are basically just cosmetic. They should still apply if you want to add another meme traits to the gun though.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Buff] Gambler's Fallacy]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9703</link>
			<pubDate>Tue, 07 Jul 2020 07:00:07 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9703</guid>
			<description><![CDATA[While I'd heard about the issues with the gambler's fallacy, I never really took them for real until I actually bought and tried one out. (Partial rant incoming!) The reload is very slow, to the point that there isn't much point in using the gun unless its used alongside reload crystal. Also, if you happen to get the extra 50% reload speed debuff, it makes the gun unusable (If the reload speed was slightly faster, it would be annoying, but still usable). I think that if the reload speed was made slightly faster, it would make the gun much more enjoyable than it currently is (Not that it already isnt fun to use).<br />
<br />
I also wanted to point out that the base trait (Luck of the Draw) does not work on lobby, and I believe that events like Lyrus and Abyssal Terror would be much more enjoyable if I was able to use the trait. (This is just personal opinion, and I know not many people actually own a Gambler's Fallacy, so I doubt that this suggestion will be implemented).<br />
<br />
It would also be nice if getting kills would reduce the 5 minute cooldown timer on the Luck of the Draw trait...]]></description>
			<content:encoded><![CDATA[While I'd heard about the issues with the gambler's fallacy, I never really took them for real until I actually bought and tried one out. (Partial rant incoming!) The reload is very slow, to the point that there isn't much point in using the gun unless its used alongside reload crystal. Also, if you happen to get the extra 50% reload speed debuff, it makes the gun unusable (If the reload speed was slightly faster, it would be annoying, but still usable). I think that if the reload speed was made slightly faster, it would make the gun much more enjoyable than it currently is (Not that it already isnt fun to use).<br />
<br />
I also wanted to point out that the base trait (Luck of the Draw) does not work on lobby, and I believe that events like Lyrus and Abyssal Terror would be much more enjoyable if I was able to use the trait. (This is just personal opinion, and I know not many people actually own a Gambler's Fallacy, so I doubt that this suggestion will be implemented).<br />
<br />
It would also be nice if getting kills would reduce the 5 minute cooldown timer on the Luck of the Draw trait...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Epic suggestion List]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9699</link>
			<pubDate>Mon, 06 Jul 2020 20:38:37 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9699</guid>
			<description><![CDATA[Crafting Blacklist<br />
Overrides other crafting settings and dismantles no matter what<br />
Having to manually dismantle nighthawks and Yaginese weapon/catas are not fun<br />
<br />
Seasonal Crates On T Win<br />
When you have a seasonal "hunt" run on, it should award you with 1-5 seasonal crates when you win a t round, as of now playing as a T just seems like a waste of time/ either that or make T rounds not deduct your Rune timer<br />
<br />
More Suffixes<br />
Since making the dismantle whitelist look through trait isn't reasonable, I feel like we should get more suffixes for the traits that already exist.<br />
Ex: Ice - Of Ice<br />
      Muffle - Of Muffling<br />
      ETC.<br />
<br />
New Discord Music Bot<br />
Groovy replace Fredbot, Fredboat fucking sucks ass<br />
<a class='oembed' href="https://groovy.bot/" target="_blank">https://groovy.bot/</a>]]></description>
			<content:encoded><![CDATA[Crafting Blacklist<br />
Overrides other crafting settings and dismantles no matter what<br />
Having to manually dismantle nighthawks and Yaginese weapon/catas are not fun<br />
<br />
Seasonal Crates On T Win<br />
When you have a seasonal "hunt" run on, it should award you with 1-5 seasonal crates when you win a t round, as of now playing as a T just seems like a waste of time/ either that or make T rounds not deduct your Rune timer<br />
<br />
More Suffixes<br />
Since making the dismantle whitelist look through trait isn't reasonable, I feel like we should get more suffixes for the traits that already exist.<br />
Ex: Ice - Of Ice<br />
      Muffle - Of Muffling<br />
      ETC.<br />
<br />
New Discord Music Bot<br />
Groovy replace Fredbot, Fredboat fucking sucks ass<br />
<a class='oembed' href="https://groovy.bot/" target="_blank">https://groovy.bot/</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[buff] tether heal]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9698</link>
			<pubDate>Mon, 06 Jul 2020 19:26:58 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9698</guid>
			<description><![CDATA[hey gamers<br />
tether's healing ability, which feels like the "main" aspect to it in my mind feels lacking, i feel it should heal a little more quickly<br />
not like insanely quick of course cus its a cooldown thing but there are many other healing items that are not just better but like way preferable <br />
just my take, feel free to post opinions <img src="https://forerunnergaming.org/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></description>
			<content:encoded><![CDATA[hey gamers<br />
tether's healing ability, which feels like the "main" aspect to it in my mind feels lacking, i feel it should heal a little more quickly<br />
not like insanely quick of course cus its a cooldown thing but there are many other healing items that are not just better but like way preferable <br />
just my take, feel free to post opinions <img src="https://forerunnergaming.org/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[BUFF] Eternal Traitor Round]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9686</link>
			<pubDate>Tue, 30 Jun 2020 17:03:16 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9686</guid>
			<description><![CDATA[Since I'm now the prestigious owner of this basically one-of-a-kind unsaleable monstrosity that costs WAY too much to craft, can the cooldown be reduced to a normal T rounds time? It takes like an extra 5 minutes of cooldown to use which sucks.<br />
Like, yeah, its an enhanced special round whatever but this thing takes 10,000 T rounds to use and in the end gives extra credits for a longer cooldown<br />
<br />
Or, like, can you remove the extra credits and just make the cooldown the same as a normal T round?<br />
ty<br />
<hr />
39 minutes have passed<br />
time to bump]]></description>
			<content:encoded><![CDATA[Since I'm now the prestigious owner of this basically one-of-a-kind unsaleable monstrosity that costs WAY too much to craft, can the cooldown be reduced to a normal T rounds time? It takes like an extra 5 minutes of cooldown to use which sucks.<br />
Like, yeah, its an enhanced special round whatever but this thing takes 10,000 T rounds to use and in the end gives extra credits for a longer cooldown<br />
<br />
Or, like, can you remove the extra credits and just make the cooldown the same as a normal T round?<br />
ty<br />
<hr />
39 minutes have passed<br />
time to bump]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Slight Change to spider man gun]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9634</link>
			<pubDate>Thu, 28 May 2020 18:46:33 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9634</guid>
			<description><![CDATA[So right now as someone who uses the spiderman gun all the time think the spiderman gun needs a slight adjustment to balance it. Because it lets you move so quickly and fluidly through the map its very easy to spot a traitor who just started shooting someone or someone who was just called out. The spiderman gun then allows you to beeline straight for the traitor at any random angle and sneak up on them really easily for the kill. Its especially strong on wide open maps with high ceilings.<br />
<br />
I suggest the the spiderman gun get some kind of sound effect similar to grappling hook.]]></description>
			<content:encoded><![CDATA[So right now as someone who uses the spiderman gun all the time think the spiderman gun needs a slight adjustment to balance it. Because it lets you move so quickly and fluidly through the map its very easy to spot a traitor who just started shooting someone or someone who was just called out. The spiderman gun then allows you to beeline straight for the traitor at any random angle and sneak up on them really easily for the kill. Its especially strong on wide open maps with high ceilings.<br />
<br />
I suggest the the spiderman gun get some kind of sound effect similar to grappling hook.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Change] Two Frag quests]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=9610</link>
			<pubDate>Fri, 15 May 2020 20:41:22 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=9610</guid>
			<description><![CDATA[There's a quest where you have to scan and kill 10 traitors with the traitor tester gun, and one where you need to follow the DNA to 10 traitors and kill them.<br />
The latter isn't that bad, but its still a very slow quest and it only rewards 8 fragments. For example, the buckshot quest (Kill 10 people who have a shotgun) gives &gt;25&lt; fragments. That's also WAY easier.<br />
<br />
These quests, if they're easy, should become something like "Scan and kill a traitor with the tester gun" (You still need to be a det, buy a tester gun, survive until its usable and scan the correct player, AND get the kill), and the DNA one should just be 2-3.]]></description>
			<content:encoded><![CDATA[There's a quest where you have to scan and kill 10 traitors with the traitor tester gun, and one where you need to follow the DNA to 10 traitors and kill them.<br />
The latter isn't that bad, but its still a very slow quest and it only rewards 8 fragments. For example, the buckshot quest (Kill 10 people who have a shotgun) gives &gt;25&lt; fragments. That's also WAY easier.<br />
<br />
These quests, if they're easy, should become something like "Scan and kill a traitor with the tester gun" (You still need to be a det, buy a tester gun, survive until its usable and scan the correct player, AND get the kill), and the DNA one should just be 2-3.]]></content:encoded>
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