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Edited by x7L7x: 7/2/2016 9:37:55 PM
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x7L7x

AN IDEA TO PUT AN END TO (CLASS) NERFS!

Your on to something! Yes this idea will work!

1071

No this idea is terrible! (Explain why in comments)

168

Maybe this will work.... I'm undecided.

194

It's a good start but your idea is missing something. (Explain what in comments)

52

I think this idea is great! But I think this (insert idea) will make it better! (Explain what in comments)

13

Other (Explain in comments)

62

*RULES* -READ ALL OF THIS BEFORE RESPONDING OR VOTING (You don't want to embarrass yourself by asking a question I already answered in the post / debating something before receiving all the information) -NO IGNORANT REMARKS OR NAME CALLING (Just because someone has a different opinion than you doesn't mean they're wrong and it certainly doesn't justify name calling) -RESPOND WITH A MATURE, INTELLIGENT RESPONSE WHEN DEBATING AN OPINION. (Yes, yes. We've all seen your K/D. No one cares. Stop pretending that since yours is higher, you are more correct/the other persons opinion doesn't matter.) [spoiler]Just to reiterate, no one cares about your K/D[/spoiler] -EXPLAIN WHY YOU SELECTED THE POLL YOU CHOOSE (Don't just vote then leave. It doesn't help give proper feedback.) -HAVE FUN AND BE RESPECTFUL (Self explanatory Guardians.) --------------------------------------------------------------------- SO, now that that's out of the way, hear me out. Whenever we think something is overpowered or needs balancing, (whether it actually is op/needs balancing or not) we tend to vocally express that opinion on the forums. Very often this causes a nerf to happen to the thing needing said balance. However, most of the time we nerf something, we fail to realize that that op thing was countering something we couldn't see until we already nerfed it. I have three examples. The first example being in Year One. When fusion rifles were nerfed, there was nothing to keep the shotguns in check. The next example is in Year Two. After the reign of terror that was Thorn, a blanket patch was placed over hand cannons nerfing all of them. This caused Pulse rifles (and certain exotic Hand Cannons) to outperform other weapons because the only thing keeping Pulse Rifles in check were Hand Cannons. ( And the only reason Hand Cannons started reigning supreme was because of the great Auto Rifle nerf. Since the ARs had been nerfed nothing kept the HCs in check) My final example is from the very beginning of Destiny and carries all the way to this year. After Blade Dancers were nerfed, there was nothing to keep Gun Slingers in check. After Sun Breakers were introduced in the Taken King, they stopped the Gun Slingers, but nothing could keep THEM in check. As a result we nerfed Sunbreakers, and suddenly there was nothing keeping Stormcallers and in check. So we nerfed Stormcallers, and there was nothing to keep Night Stalkers in check. So we nerfed Night Stalker, which gave birth to Sunsingers, Gun Slingers, Storm Callers (again) and Blade Dancers reigning over Crucible for awhile being hell to deal with. It was annoying to deal with and Crucible wasn't as fun to play anymore. So we nerfed them all and now Striker Titans seem OP. Because we nerfed every counter to them! And what happens when we nerf them? A new ability will show itself and will be considered OP again and the cycle will continue because even though we don't know it now, the Striker Titan is keeping that ability in CHECK. Do you see the pattern? No matter which class ability we nerf, a new one will appear because the ability we just nerfed, was the only thing that was able to counter the new one that showed itself. (A personal example (and opinion) is I feel that the Sunsinger's old Viking Funeral with Touch of Flame and Firebolt Grenades, and Hunters old Throwing Knives, kept Shoulder Charge in check. Now that they changed the perks, Strikers aren't as worried running in for a Shoulder Charge because the fear of a throwing knife head shot or a high damage burning Firebolt isn't there.) SO HERE'S MY SOLUTION! Rather than nerf the next OP thing let's make a counter for it. Not every class needs a counter to everything and that's OKAY because it will provide balance. In other words let's make a very advanced Rock, Paper, Scissors. This ability has a higher chance to beat this one and so on. Of course we all have our guns to counter abilities, but I feel this way is better of handling it. So for instance which ability would be a good one to counter Shoulder Charge and how do we buff that ability without making it too OP? Examples I personally would pick: Hunters Smoke Grenade. (Slows down the momentum deactivating the Shoulder charge perk.) Hunters Blink Strike (it should be quick enough to hit first and stop the momentum deactivating the Shoulder Charge perk, but not too much as to where the Titan can't Storm Grip your ass if you're to slow.) Sunsinger's Solar Wind (This perk is useless as of right now and the pitiful amount it did push enemies away, I don't even think works correctly anymore. Buff the amount it pushes enemies back and reduce the amount of initial damage it does while keeping the burn damage. I'm not saying like Phalanx strength push but enough to where if the two perks collide at the same time, Sunsinger's will be safe and Strikers will have to readjust.) Defenders Supresion Grenade (Buff radius so when thrown at a running Striker it suppresses the Strikers (or any Guardians) abilities.) Storm Callers Amplitude Melee (We don't need greater range on this melee. It's already long enough. Rewrite it so it blinds the enemy it hits. BUT EXTREMELY TEMPORARY. Enough to disorient but not enough to where your enemy can't do anything. OR make it so it forces your enemy to do a 180 when hit with it. Or just make it so it stops momentum of a moving person for 2 seconds. Kind of like trying to move in a vex detain bubble. You can still aim shoot and use your abilities, but you can't move in any direction very well for like a second and a half. After all it is electricity coursing through you.) Now I'm not saying implement those ideas. Those are just examples I came up with off my head to show that instead of nerfing everything we should apply SMALL buffs to SELECT abilities to counter other one's without making said abilities too OP. Instead of buffing or nerfing whole Classes, lets buff select abilities to help promote better growth for the balance between our subclasses. What do you guys think? Also i know gun balance is a thing but thats a whole other topic for a later time. Let's work on our Characters first. Do you think this idea would work better? Also please like this post if you vote, for I am trying to get as many people to see this as I can to provide proper feed back. Edit1: Spelling Edit2: 253 Votes Guardians!!

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  • I like destiny checks and balances. It just seems that there will always be an "OP era"

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  • "It was annoying to deal with and Crucible wasn't as fun to play anymore." Never was

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  • Stop just stop with your suggestions

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  • Ain't nobody got time to read all that from someone who doesn't even have all his characters to level 40. Seriously play the game more and type less.

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    • I do t like this at all. I wish everything pvp I. This game would stop being the focus of these updates. This is a pve game with a pvp option. Most nerfs are because of crucible and I hate it now my play is changed because of people exploiting or over using (yes it's just as bad since that's boring imo for everyone to be using the same classes and guns) Things in crucible or trials. Just do updates based around pve and minor touches to pvp instead of the other way around they are currently doing.

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    • Or you could just remove pvp from what was supposed to be a pve dominant game..then we wouldn't have nerfs for anything and we could be happy with our powers

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      • I forgot all about the Warlocks push melee I loved this in Y1. I was always boxing friends in VOG. Bring this back Bungie, also you should try what this post is saying I think it's a good idea.

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      • Your idea is to intelligent for Bungie, it will never work. Simply because they don't want to listen to the people that really care about the game. Only the people screaming nerf.

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        • I think you're right. We keep nerfing whatever the reigning weapon, or ability is and eventually EVERYTHING will be worthless. Just introduce more pheasible counters. Thumbs up!

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          • No trying to nerf warlocks again ey. Trying to balance you say. That's the reason I run stormcaller Claws of Ahamkara and shotgun and melee a titan. That's the reason most people use stormtrance and the super but it's pretty easy just to simply shotgun in the back, or snipe. The blinding idea also, knowing this community people will complain and whine about that blinding effect I can tell you that now.

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            • I really hope the nerfs stop because it's getting annoying. Made a video about this yesterday

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              • If more people would just go onto the forums and ask how to counter certain abilities rather than cry out "Shadestep/Shouldercharge/Firebolts/That ant crawling across the sidewalk is OP"....we'd have far less nerfs and far more players that can be viable in any role

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              • Am I the only one who thinks hammers need a small buff? Maybe?

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              • I dont think throwing knives can ever be justified. I never threw them correctly and can still count on my hands the times Ive died from them until I watched truevanguard's vids and thats was the turning point on where i effectively landed them 95 percent of the time and what made me counter against the titans and warlocks who get in close and tell hunters to stop whining and adapt. I adapt and I get my defense nerfed when they could have adapted and took their own advice and stay away and idk, use their primaries? I agree with most of the nerfs seeing as it also proved that there was a dominant playstyle for each subclass that didnt give people much freedom to do things, but the throwing knives were outta nowhere.

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              • What you said is true- to an extent. However, I cannot take this post seriously, as you're calling Shoulder Charge overpowered. In any somewhat competitive match, Shoulder Charge's primary use will be for movement, not killing unaware guardians like in pubs.

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              • this is where overwatch thrives. I hate overwatch, but they do a very good job of this.

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              • Yes!!! Completely right!!!

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              • Sounds a lot better to give people more options in addition instead of taking away options

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              • Edited by Shirtless_Captain_Kirk: 7/2/2016 10:15:12 PM
                No because the main issue that fuels these nerfs is frustration. Your ideas sound well thought out but extremely frustrating in practice.

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                • This considers only nerfs, so it doesn't work. They aren't only nerfing things, and they aren't avoiding reversing nerfs they've done. So yeah your whole point revolves around a false issue.

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                • Wow this is very thougt out good job i would do this is everone else would agree to really this sounds like a great idea

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                  • Edited by SoldierMedicTY: 7/2/2016 9:10:18 PM
                    Man that's one seriously long post. However, I did read it. All of it. Now here is what I think. Bungie has to weigh some things against others. For example Iron Banner against Trials. Two completely different game types. Bungie uses stats across all game types to developers need for nerfs and buffs. There are weapons that work and weapons that don't. Variety will always drive development or changes. Some weapons require planning and a situation to use. Mainly shotties and snipers. Snipers have to maintain range and not allow a player to get close. Shotties have to close distance and not die until they get close. So if both can ohk where does the advantage lie? Range. Snipers can reliably win because of range. Should snipers get a nerf to range? Hell no, they are called snipers for a reason. Snipers should never receive a nerf that takes that away. They should ohk everytime. So how do we balance it (without a nerf) and still keep its power? How do we keep its power and make it harder to use? Flinch or descope? No. It would creep into every weapon then. That is by far a -blam!-ing no go. How can we make a sniper keep its power and not crush it? That's the real question right. Here is how...... [spoiler]make the sniper actually find his target[/spoiler] [spoiler]add chafe to snipers [/spoiler] Maintaining the same ohk at range With the fact you must see your target and track his direction. The radar won't tell you where to look. Then your a sniper. Find the target flanking you, predict movement. You didn't see them well...... [spoiler]you suck as a sniper[/spoiler]

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                    • This is very true, also when destiny youtubers post saying "OP PULSE RIFLE!!!" or "GRASP OF MALOK FARM" this makes weapons over used and makes crucible a situation where you are forced to use what you are up against. I think it's not the weapons that are overpowered they are just overused.

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                    • I've been waiting do long girvthem to fix my sunsinger sola wind. It's nothing more that a gentle fart and it doesn't always activate the miniscule push it does....shit

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                    • Or they could just get rid of all the nerfs they e done and out the game back to the way it was in the beginning. Where exotics were powerful, and there was variety in the weapons and classes that were used.

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                    • I say we all make a list of buffs for the subclasses. I've made a rough patch list but I could use some help making it. What I have is in the spoiler [spoiler] Titans -Melee range boost Sunbreakers. -Tracking is increased by 5% but at the cost of blast radius -Pressing your melee button will do a melee attack for hammer of sol -Explosive pyre applies to grenade and melee but will do the same damage (so grenade does 170 it'll do another 170 damage) -Thermites get a damage buff -Firekeeper will allow grenade kills to make sunspots Strikers -Shoulder charge takes a another second to proc -Shoulder charge gives a agility boost, but minus one recovery Defenders. - There is a timer for the bubble (like golden gun, sunbreaker, etc) but still recharges. -Blessing and weapons get a 5% buff - Enemies should be slowed when inside bubble. -The bubble will suppress any enemies inside Hunters Gunslinger. -Throwing knives that burn don't cancel burn if you hit a critical. -Swarm grenade does more damage -Gamblers dagger boosts strength -Undo the tripmine nerf Bladedancer. -super time increased (19 swings to 24) -Arcbolt grenade does more damage. -Invisibility is enhanced -Showstopper will act like dark drinker instead is staying in one place -Fleet footed gives you an extra jump Nightstalkers. -Vanish in Smoke bombs last 10 seconds with lockdown on -Marked targets will appear on allies radars and screen. Warlocks -Glide is faster -The Ram only affects voidwalkers armor Voidwalker. -Nova bomb no longer damages you -Bloom explosions now do more bonus damage Sunsinger. -Solar wind is more effective -Solar grenades burn the target regardless of anything -Firebolts burn for 6 seconds -Radiance decreases melee cool down at the same rate as grenades. -Radiance boosts grenade damage -Song of flame shows a ring of fire to show allies the effective range of it. -Radiant skin will give allies more armor and will show a ring of fire to indicate the effective range -Gift of the sun boosts helps to recharge your next grenade -Viking funeral grants a larger damage boost Stormcallers. -Storm grenade does more damage and is more consistent - Weapons Autos -medium impact autos get a 4% damage boost. (Like Zhalo arch types) -Low rof get a 3% damage buff -Slight stability boosts on all autos except high rof -hip fire Reticle changed to a square -mag boost on all low rof autos (except Suros regime) -Counterbalance removed from high rof perk table Pulse rifles -Small increase in damage by roughly 2 or 4% to low and medium rof in order to compete with autos -Slightly decreased dps falloff -hip fire Reticle changed to a circular shape Scouts -Damage against ai is increased by 6% -Accuracy at close range is decreased while accuracy at long range is increased Hand cannons -Hip fire reticle changed to a circular pattern Snipers -When taking damage, snipers will flinch more -Movement speed while this weapon type is pulled out slows down walk speed -Aim assist is lowered by 30% on all legendary high impact snipers. Low impact stays the same -low impact types will get a mag boost Fusions -Can hit critical shots -blast pattern will always be in a circular pattern -Base dps is increased across the board by 3% -Reticle size decreased for more reliable shooting when hip fire is active -Reserve ammo boosted -Glass half full is available to all fusions Shotguns -Stability increased by 10 on all shotguns -reload increased by 15 on all shotguns. -Damage falloff is slightly decreased Sidearms -Increase in base damage -Hipe fire reticle changed to a square -added full auto as a perk to drop on a sidearm -Machine guns -Stabilty decrease on high impact machine guns -Range is slightly increased on fast firing machine guns Swords -Blocking will reduce even more damage Exotics (and legendaries) The chaperone -Range boost -Precision scaler increased Immobius -Hand loaded replaced with hammer forged. -Changed impact and rate of fire to medium impact and medium rate of fire Hereafter -Magazine boost (4 to 5) -Blinding effect is larger and procs faster Black spindle -Scope when ads changed to green instead of blue (to show its of hive origin) -Ammo reserves increased Pocket Infinity -Brought up to year two. -Mag boost (3 to 4) Sleeper simulant -Shots that hit enemies will bounce towards other enemies -Replaced injection mold with perfect balance -Replaced hip fire with surplus Hawkmoon (HAWKMOON!!!!) -Luck in the chamber bullets do a little more damage. (105 to 112) First curse -reload increase -Accuracy at longer ranges is more reliable -When the first curse perk is active, you gain a damage buff by 2% No time to explain -Muzzle flash decreased -Sight changed to the Strangers rifle sight Red death -Replaced snapshot with reinforced barrel. -Replaced unflinching win reactive reload Zhalo supercell -Lightning fx when aiming down sights is lowered (like bad juju was) -Chain lighting happens more often -Replaced braced frame with extended mag. -Stability boost to bring it up to 52 on the stability chart -Fabian strategy -Mag boost (40 to 58) -Stability boost (let's be honest it's needs some love) Hard light -Recoil bounce is reduced General -All year one vendor weapons and armor are available in year three -Legacy engrams from Xur cost less -Xurs loot table is based on your light. If you are 310 and above, then his loot will be 310. If not it will be 290 -Taken captains have a 10 second cool down until they throw another blinding bubble -Taken psions will multiply less -SRL returns -Twilight Garrison and Tarentella drop chances increased by 18% -Fast Rez armor drop chance reduced by about 19% Bungie took some of my ideas in the last patch, I say we keep this up! [/spoiler]

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