[u]OP things[/u]
[b]Striker[/b]
Overload (these types of melee charging perks make STR redundant. This one also contains unnecessary RNG. RNG makes games uncompetitive)
[b]Defender[/b]
Bastion (reduce effect 1.5x -> 1.33x)
[b]Sunbreaker[/b]
Stoke the Forge
[b]Gunslinger[/b]
[b]Bladedancer[/b]
Blink (teleporting in an FPS is ridiculous. Makes Truth surprisingly useless.)
Fast Twitch (makes STR REALLY redundant)
Quickdraw (removes a mechanical weakness completely and allows for unfair weapon combos. More powerful than final column perks!)
Shadowjack + Stalker (invisibility on demand in an FPS is ridiculous)
[b]Nightstalker[/b]
Smoke (trapping is WAY too powerful. Basically turns people into free kills.)
Lockdown (reduce effect 2.0x -> 1.5x)
Keen Scout (seems bugged; it tags targets just by looking at them. The least OP thing on this list)
[b]Voidwalker[/b]
Blink
Base melee
Annihilate (Nova Bomb explosion becomes unavoidable. Makes FoH look really bad)
[b]Sunsinger[/b]
Base melee
Flame Shield (Scorch already has bonus range, bonus damage, and an upgradable burn. This is too much)
Viking Funeral
[b]Stormcaller[/b]
Base melee
Landfall (free FoH is what it is. It becomes ridiculous with Transcendence healing)
Amplitude (this is getting [i]out of hand[/i])
Transcendence (the perk is literally transcendent. In my experience,19/20 times it's auto-win)
Please remember that not all OP abilities may be used at once, some combinations are plainly more effective and the number of OP things on the list does NOT denote how OP a class is. Classes may have a mixture of OP and UP things. For example, an invis' build Bladedancer can't have Hungering Blade OR Quickdraw, which is very ineffective. This can only be fixed with Khepri's Sting. Things like Shoulder Charge, Shadestep, Axion Bolt, etc. are not on the list because they don't need nerfs. All classes have some powerful abilities, and some abilities don't need nerfs so much as rearrangements. It still seems strange that Gunslinger gets the "elegant lethality" of Throwing Knife and Bladedancer gets Quickdraw.
[u]UP things[/u]
[b]Striker[/b]
Pulse Grenade
Fist of Havoc (crappy Nova Bomb is crappy)
Death From Above (incredibly situational)
Storm Fist (needs more than a measly +36 damage. The least UP thing on this list.)
[b]Defender[/b]
Unbreakable (Force Barrier is too fragile for this to be useful)
[b]Sunbreaker[/b]
Thermite Grenade
Flameseeker (seems to have no effect)
Cauterize (arbitrarily fails and does nothing if enemies attack you too quickly. Out of the user's control!)
[b]Gunslinger[/b]
Swarm Grenade
Circle of Life (one of the most useless perks in the game. Probably never proc'd in the game's lifespan)
Incendiary Blade (surprisingly ineffective even on headshot. Doesn't work if the user dies before impact. Sometimes doesn't work at all.)
[b]Bladedancer[/b]
Flux Grenade (situationally the worst grenade in the game)
Encore (basically useless once the other options become available)
[b]Nightstalker[/b]
Vortex Grenade
[b]Voidwalker[/b]
Vortex Grenade
[b]Sunsinger[/b]
Solar Wind (wow that's useless)
Brimstone (make it nuclear please)
[b]Stormcaller[/b]
Pulse Grenade
Rising Storm (literally does nothing. Worst perk in the game)
[u]Free for all class tier list[/u]
Stormcaller > Striker? > other
[u]6v6 class tier list[/u]
Stormcaller >> other
[u]3v3 class tier list[/u]
Sunsinger > Stormcaller > Nighstalker > other
[u]Primary weapon tier list[/u]
TLW = MIDA > rapid auto rifle > non-rapid scout rifle > non-rapid auto rifle > other
[u]Special weapon tier list[/u]
Sniper >> shotgun >= sidearm > fusion rifle
[u]Heavy weapon tier list[/u]
Rocket launcher (for 3v3) = LMG (for 6v6) > Bolt Caster > sword
[b]OVERALL BALANCE:[/b] Eh, it's OK... Warlocks are OP though, and non-exotic hand cannons are generally useless. Their terrible repeat-fire accuracy forces them to be unreliable or kill slower. Also, while other primary's are now balanced, shotguns are feeling a bit too weak and few weapons seem to compete with snipers.
[b]WARNING:[/b] Sunsinger is not OP if your teammates sit back and camp like pussies. You can't shoot while throwing a Firebolt and Firebolts will kill slower than snipers. It needs teamwork to reach it's full, OP potential.
[b]MISCELLANEOUS:[/b]
Useless perks that don't grant noticeable benefits like Speed Reload, Surrounded, etc. should be removed.
All weapons get +2 base stability.
Injection Mold: +15 stability/-10 range/[i]noticeably[/i] improved handling
Fitted Stock: +15 stability
Hand-Laid Stock: +20 stability/new minor drawback
Perfect Balance: +30 stability/-10 range
Braced Frame: +30 stability/-?? magazine
MIDA's innate High-Caliber Rounds and Field Scout perks should be swapped.
[b]UPDATE![/b] I dreamed about last weekend's Trials and the new experiences I gained, and it hit me.
[b]Fast revives AND revive snipes are both OP. They balance each other[/b] but only further reduce loadout viability because revive sniping is CRITICAL.
You would think the high impact snipers would have some kind of weakness in addition to this OP capability, but you'd be wrong. They still double tap in 0.8s and deal an obscene 167 damage to the body. The [b]extreme burst damage of these snipers is what REALLY makes the Bladedancer's Quickdraw perk OP.[/b] I learned this weekend that quickscoping the body and swapping to an AR is too slow against another seasoned AR or TLW user. Swapping to a HC or scout, however, is effective because they also have high burst damage. Quickdraw allows you to swap to any weapon and achieve the kill in record time, making snipe + HC kills crazy fast, and snipe + AR kills faster and more viable, allowing for a more reliable primary while keeping the (now improved) OP bodyshot combo.
Unless other weapons are buffed, snipers need reduced RoF, reduced handling, reduced impact, and increased precision damage scalar. On a side note, [b]snipers are the ONLY viable PvE special weapon.[/b] Even if you can't crit for life they're still more effective than shotguns. Your balance is bad and you should feel bad.
[b]Why is fast revive gear OP? The answer is simple. It works both ways.[/b] You can have full fast revive potential with only 2 exotic armor pieces and still have room for the OP Voidfang Vestments. Even 1 piece of fast revive gear has extremely powerful benefits for Trials. Just 1 piece lets user A revive B and C faster, and B and C can revive A faster. This means that the ONLY time you won't have fast revive is when user B or C revives the other. This also means that [b]1 piece of fast revive gear is more slot efficient than 2.[/b]
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2 RespuestasAll credibility was lost upon saying Bastion was overpowered. This guy needs to be forbidden from posting on balance because he is too butthurt for even me to handle.
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1 RespuestaHow about you play some other game? That's a "this is what kills me in PvP" post.
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1 RespuestaEditado por Unknown: 4/4/2016 12:18:55 PMWhy dose the community think things are op not knowing what op is!?!?!? Destiny is destroying the gaming community by giving them this false state of op and nerfing everything!!! They even tried to call out op stuff in division and they told them to suck it up!
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7 RespuestasDestiny isn't meant to be just an ordinary fps, so why do you have a problem with blink? And it isn't even op. So easily counter able
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3 RespuestasI stopped reading after he said defender has a op element