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#feedback

Edited by QuincyBlaze: 6/4/2016 3:51:55 PM
17

Super Buff Re-Up

YES

209

NO

10

MAYBE SO

10

This is an older post that I re-upped for exposure and sake of keeping the topic relevant, if not for this game, at least for Destiny 2. Maybe I should make this clear.... All majors used as examples in the post are LEVEL 40/41. Post: These are [b][i][u]PvE only[/u][/i][/b] changes, so PvP crowd, we're chillin. [spoiler]Mostly. Mostly PvE only.[/spoiler] Why no Sunbreaker? Never played it. If someone has ideas I'll partake. Why no Sunsinger or Defender? They seem ok. And we're off! Gunslinger [spoiler]Damage boost such that: 1 regular GG round can wipe 80% off a shielded major Captain. That's tearing through Arc shields, mind you. So leaving ~40% health left after a shot. In addition, GG rounds can do precision damage to any enemy/target that can take it (those damn Shanks), and does more precision damage (from 2x to 2.5x) The Ultimate Gun, in the hands of the common Gunslinger should be able to erase 3 shielded yellows with headshots no problem... And that's before perks or exotics... If it's big game you're after, try Celestial Nighthawk + Over the Horizon. Happy hunting. [/spoiler] Bladedancer [spoiler] Bladedancer should have decently increased foot-speed during Arc Blade, for crouching, walking, AND sprinting. Fleetfooted does stack. Arc Blade should have a damage increase such that: 1 slash can kill an unshielded major Knight. Supers are better than weapons, remember? Swords currently outperform Bladedancer, not that anyone is paying attention. Razor's Edge should be a better ranged attack, so it now can be fired into the air to take out airborne/elevated enemies. This, this is that "whole game" change I spoiled earlier. This increases its efficacy for obvious reasons. Bladedancers also could use more useful exotics. I propose a couple that engage with the super: One that allows Arc Blade to benefit from the Backstab perk if Vanish is used, and another that adds a radial blind/stun effect to Showstopper that has a range slightly further out (Showstopper range is 7m, blind would be 7.5-8m. Blind activates only once per super activation) [/spoiler] Striker [spoiler] FoH should have a damage increase such that: a shielded major Centurion would be disintegrated by a direct hit. Outside of a direct hit, those in the immediate vicinity would be leveled to 10-15% health. Any further than that, as long as they are in the range of FoH, would be taken down to 35-40% health. This is supposed to be a monster attack, a final gambit – you risk death for the chance to inflict death on so many others. The risk validates the destruction. This is all BEFORE perks, and again, based off a (solar) shielded major Centurion. On the technical/effects side, the range for sound has room to increase. This is a human nuke we're talking about here. If I'm at the hellmouth opening, and someone at their furthest from me in the hellmouth uses FoH, I should wet myself. [/spoiler] Voidwalker [spoiler] Nova Bomb should have a damage increase such that: an unshielded major Knight would be killed by a direct hit. Outside of a direct hit, those in the immediate vicinity are taken down to ~25% health. Further than that, but still in range, and they're taken down to ~50-60% health "Aww, but Fist of Havoc can kill stronger enemies! Arc Blade can do our job but faster!" Shut up, metaphoric whiner. FoH/Arc Blade have more risk, therefore they do more [b]upfront[/b] damage. However, your modifiers mitigate this very well. Remember Bloom? Annihilate? Angry Magic? Bloom adds explosions, Annihilate increases boom boom radii, and Angry Magic adds tracking. And I didn't forget the Super modifiers: [b]Vortex[/b] now lasts for 4 seconds and has black hole-like effects (stressing the PvE only here). This means that enemies who come within a meter of the field will be pulled towards the center, while taking damage upon entry. The closer they get to the center, the slower they move. Larger, faster, and/or healthier enemies will have an easier time of escaping. Red health Dregs and Thralls will hilariously be ragdolled towards the middle if they get close. Pair with Bloom, a lawn chair, and sunglasses. [b]Shatter[/b] splits Nova Bomb into 3 bombs, but each now does .5x damage of the original bomb, meaning that you are inflicting 150% damage over a wider area. Wild. Angry Magic makes it wilder! [b]Lance[/b] now respects space physics as much and it does space magic. Confused? Remember, Force = Mass * Acceleration. This means that if Nova bomb moves faster, it hits harder. 1.75x harder, in fact. The radius of explosion is shrunk 20% though, so don't miss. Alternatively, Annihilate will get you some of that radius back, so you can miss 10% more if you [i]really[/i] want to. A couple exotics could use a boost/game-wide change too: Voidfang Vestments: Axion Bolts seek faster as well. Doesn't do much for the super, this exotic just sucks. Skull of Dire Ahamkara: Now just gives you The Hunger (10s Energy Drain, as opposed to old non-The Hunger 8s). Also, grenade kills earn extra super energy. Nova Bomb user damage reduction is removed. [/spoiler] Stormcaller [spoiler] Roll back Transcendence nerf. Buff Stormtrance damage maybe 4-7%. That's about it! [/spoiler] On top of these, orbs of light should no longer de-spawn after you come back to life. That is to say, if my mate makes 6 orbs, and then I die, those orbs better be there when I'm revived. These are just ideas for straight buffs. If balancing need come in the form of longer charge time/less efficient orbs for these subclasses, that 100% is okay – I recommend it, really. I don't really have an issue if some supers charge faster than others as per their damage capacity either.

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  • DO IT NOW VOTE HERE AND FIX DESTINY ONCE AND FOR ALL https://www.bungie.net/en/Forum/Post/206833892/0/0 Ps: Spread/spam the word

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  • Seeing a lot of no's but the poll begs to differ

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  • Bump

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  • Edited by Infamous067: 6/3/2016 7:26:12 PM
    Ummm, hell no. The void walker seemed more like nerfs. How about just leave then alone and bungie should just increase damage for all supers and abilities and thats it problem solved. The orb idea is pretty bad too, you know how game breaking it would be if I die and just by coming back I can pick up orbs? It will easily become mayhem destiny.

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    • Great feedback! Agree with almost all of your suggestions and can live with the stuff I don't! :)

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      • While I agree gg show be less effective against void shield and arc shield cuase it's different burn same with the other supers.

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        • Supers feel a bit underwhelming in PVE it's true. They're mostly good at taking out minors and low health majors. But faster tracking on axion bolts? Eeeew.

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          • Edited by STARWoLF00: 6/3/2016 4:26:50 PM
            1. Ugh no. Why would you remove the damage absorbing abilities of skull of dire ahamkara? That doesn't make since and it's pointless. It's beyond a nerf. Void walkers have the lowest (45%) armor in their super and have a shorter increased armor frame. The skull allows me to not be wiped by a single hammer or golden gun mid animation. You need to remove that suggestion. 2. Blade dancer does not need to be any faster. Period. 3. Stormtrance needs ionic blink as an evade instead, which doesn't eat super energy. I don't care if it was an exotic that turned it into a standard evade I'd used it. And needs pulse grenade replaced by lightning again. 4. I like the buff to void fangs, but apotheosis veil needs to be buffed as well. It needs a faster or ideally instant health regen on super activation. Right now it's no better than picking up an orb and getting shields back with the right helmet. 5. Starfire protocol is meh. Sure you get two grenades (fusion only), but it would be nice if a second perk would be unlocked as well. 6. Warlock blinking needs its animation fixed. Tired of dying in a spot after I've already blinked from that location. I'm not saying it needs an invincibility frame, but I shouldn't be able to fire at an empty space and kill the guy who had blinked from that spot 2 seconds ago. Edit: 7. And sunsingers need more team support capabilities. Song of flame needs to be buffed. While active it should increased recovery and armor for nearby teammates.

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            • Your alterations of the Voidwalker sucks. Try again.

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              • We need a team damage buff for Sunsingers. Titans and Hunters have it, and those classes is used almost exclusively in the raid. What I say is (remember, I main a Warlock); -Get rid of Viking Funeral. -Add a new perk that allows Melting Point to be applied on Grenade and Charged Melee damage. -It can only activate on Grenade damage while in Radiance so it won't become abused in long distances without using a Super, like all other classes need to do for longer range engagements. -The buff also amplifies +15% during Radiance if using Song Of Flame. -Buff lasts for 4 secs per hit with Grenade -Buff lasts for 8 secs per hit with Charged Melee. This would be a must need buff for Sunsingers.

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                • bump

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                • Pretty reasonable changes for the most part. Thanks for your input! :)

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                • Also, bump

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                • Sunbreaker, buff PvE damage by 100%

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                • Bump

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                • Bump

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                • Yes, yes, a hundred times yes.

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