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Destiny 2

Discuss all things Destiny 2.
Edited by MergingChicken: 6/29/2018 8:54:15 PM
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TITAN MAIN PLAYERS PLEASE COMMENT: Titan subclass fixes I hope Forsaken addresses.

These are all fixes I hope Bungie addresses when the Forsaken DLC comes out. These may help better compete with the amazing new super trees we will be getting in September and have been necessary for a long time IMO. [u][b]This is also in reference to all PvE gameplay and in no way should reflect PvP gameplay[/b]. [/u] [spoiler]Sorry about the length but if you are a Titan main like I am I hope you'll give this a read and comment below. It also helps to reference the in game descriptions while reading along. [/spoiler] [u][b]SUNBREAKER[/b][/u] [b]Code of the Siegebreaker [/b] Mortar Blast: If you are a titan then I know you've been through this pain of the most pathetic melee in the entire existence of Destiny. It is a melee ability that literally nerfs the damage dealt in order to apply a burn effect that, in the end, does less damage then a standard melee attack. Possible Fix's: - Apply a Sunshot like explosion if you kill an enemy with the melee ability instead of a burn. There can also be an exotic that causes a chain explosion effect to all enemies killed by the initial blast (It's called Mortar Blast right?) - Triggers a large AOE of solar burn to all enemies in proximity as they are blasted back from the targeted enemy (the targeted enemy still takes maximum melee damage). The targeted enemy does not need to die for this to take effect. - Another AOE explosion that effects all enemies but if a burned enemy dies, they drop a Sunspot. (could possibly trigger up to 10 sunspots at once by killing enemies such as thrall). This one is more of a direct fix based on some feedback I have seen about the burn not activating Sol Invictus on death. Endless Siege: All the stacking elements that go into this super are really cool but lack in effectiveness when compared to other ad controlling supers. Possible Fix's: - Sunspots that are created from the super kills are larger then ability kill sunspots. - The speed of the hammer in air and rate of fire need to be increased slightly, also better target acquisition (resembling heat seeking missiles). [b]Code of the Fire-Forged[/b] Nothing of note here, this tree is pretty much awesome in the intended scenario- ie, boss killing. Solar Summary: Most of this stems from the ever useful Hallowfire Heart Exotic chest piece that improves the recharge rate of solar abilities. This is really the only solar titan exotic and the Titan could use another solar exotic that works with the extension of the super instead of not using your super at all. (not including the pathetic Warmind gauntlets that are so bad I wont even bother naming them.) [u][b]SENTINEL[/b][/u] [b]Code of the Protector [/b] Ward of Dawn: This is quite honestly the biggest departure from D1 to D2 of a super I have seen. The bubble is almost non existent in raids now and is only used in faction rallies by a small handful of players. Not only that but a lot of Titan players do not even realize you have a choice of running with the shield or popping the bubble. This can easily be fixed by a better description in the subclass. Possible fixes: - Make the bubble completely invincible. - Drop more orbs, or an exotic that, for every enemy killed within the bubble an orb drops for all players. (Can combat the effectiveness of the Orpheus Rigs tether Hunter combo.) - If you chose to run with the shield then the shield block costs no added super energy and diminishes at a slower rate. - Shield block could also apply a damage buff for teammates who are behind it while shooting like weapons of light from D1. - The bubble could be just a tad larger, please. - An exotic that lets you shoot out of the bubble from inside (may be asking too much here). [b]Code of the Aggressor [/b] Superior Arsenal: Scrap this or improve the base void titan grenades. Possible fix/replacement: - To combo with the "In the Trenches" perk- have a defensive buff when surrounded by enemies (much like the Riskrunner's defensive arc buff). This can promote more aggressive melee behavior and make some exotics near god tier in pve. - Make all abilities refresh much quicker when surrounded by enemies- like insainely quick. Void summary: I know the Doom Fang Pauldron's are going to buff the Code of the Aggressor but these above fix's can and should be applied. In reality, the void subclass needs an overall buff to their grenades especially the suppressor grenade- reduce the AOE for yourself and extend it to enemies because I hate killing all effected enemies right away and just suppressing myself... and yellow bar enemies seem to avoid the grenades AOE entirely. Actually, the buff to the Tractor Cannon makes Suppressor Grenades absolutely pointless in their current state. [u][b]STRIKER[/b][/u] [b]Code of the Earthshaker[/b] Magnitude: Just make is so the Lightning and Flashbang Grenade have a larger AOE as well as lasting longer. Possible fix: Or, make it so the grenades also slow enemies effected like the Fallen arc Bouncing Betty traps. Terminal Velocity: If you charge melee while in super it should have a farther reach to the target then normal. That can help when you are focusing on a boss as they ground-pound you away. [b]Code of the Juggernaut[/b] Trample: Ground slams need to be faster while in air and reach the ground quicker. It may even benefit for a farther target acquisition when triggering the ground pound. I run this tree a lot due to the other awesome perks but I find that the extension of this super with Trample is very hard to understand. If I could reach the last enemy just as my super energy reaches zero then it could give me one more ground slam- it already does this I think the extended reach and target acquisition can help compete with the Hunter Arcstrider in pve. Arc Summary: This is my new favorite subclass to run with my new favorite exotic weapon (Riskrunner) as I think it is the best all around Titan subclass. Again, however, I need to address the issue with the grenades. The AOE of the Flashbang to the user needs to be tighten and widened to the enemies as well as focusing the damaging impact to a smaller but stronger area (I want to blind the mob of enemies not just kill all of them and blind myself). [u][b]FULL SUMMARY[/b][/u] I am a Titan main and I always use it when I just want to have fun in D2. Besides all the points I have hit in this thread, I want to see more Titan exotics that can compete with Rigs, Flux, Nighthawk, and Lunafaction Boots when it comes to end game activity. In all the raids it is not necessary for a team to need a Titan anymore and it boils down to how the Titan exotics just don't combo well with the subclasses. Protocol really only needs one Titan for the Melting Point Tractor Cannon debuff combo. And I am in no way saying Titans are useless in these events but that there are better options in the two other character's sublasses. I also see the new Forsaken Warlock solar super encroaching in on the Titans support class territory. I want my Bubble Titan to be useful again in Nightfall runs and Raid teams, to save the day by dropping a perfect bubble to resurrect my teammates for one last shot at killing the boss. I miss those days and I hope that Forsaken does not further diminish the Titan's usefulness. And if anyone has any idea at what the new Sentinel Titan Tree will be let me know in the comments.

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  • Titan don’t feel the same way in D2, they are just weak, there supers are useless, they dont have a special ability, the barriers are useless and they dont have a point, Healing and Weapon Buff were taken away from us and given to the Warlock, I mean whats the point of using a Titan in D2.

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