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Destiny

Discuss all things Destiny.
8/19/2015 5:19:42 PM
1

One thing that wasn't mentioned but we should all hope it does - subclasses.

One thing that I've noticed that hasn't really been mentioned in all of the Taken King balance hype is the lack of subclass rebalancing (except for blink). Juts a short list of things that could use some help (excuse me for not remembering the names of certain abilities) [b]The sun singer ability that has a chance to spawn orbs of light for killing an enemy with scorch.[/b] - I can't see much use out of this over viking funeral or a longer duration of radiance. Not only is this situational and based on chance, most people rarely melee enemies in PvE. [b]Circle of Life[/b] - Besides the slightest armor stat increase, I don't see the purpose of this. Saving your golden gun for a bigger enemy maybe? But the Golden Gun is already a ranged super and doesn't really need this. If anything a throwing knife kill should reset the timer, because it's not easy to land a throwing knife kill for most people, and it's not like you're getting any Golden Gun shots back anyways. [b]Solar wind[/b] - Underwhelming and is basically only used when people want to play around. And most people prefer having an overshield anyways so it should probably be reconsidered. [b]Viking funeral[/b] - The burn from viking funeral needs to be shorter, at least for the Crucible anyways. There is not reason that a fireboat grenade brings you to ~20% health, and even a well place incendiary doesn't seem to do anywhere near as well. [b]Incendiary grenades[/b] - These grenades need either a damage increase, burn duration increase or a range increase, these grenades are not easy to use in the Crucible due to everybody being able to run away from them pretty quickly. [b]Suppression grenades[/b] - As good as these grenades are at ending supers, they seem to be inconsistent with stopping a blade dancer super. [b]Swarm / Skip grenades[/b] - These grenades need to be more sensitive or follow for a further distance. These grenades are weak and are pretty much always the last choice in grenades for their respective subclass. [b]Unstoppable[/b] - Even with this perk on, it seems too easy to stop a fist of havoc. In my opinion it should give them a little more health, and a little health increase for a small duration after using it. Since it is a little too easy to escape a fist of havoc, and unlike most other supers messing up with a fist of havoc will surely cost you your life. Due to the long recovery time and usually being in the middle of the room when using it. I'd like this in the unstoppable perk or as apart of the Eternal Warrior to make it a little more interesting. [b]Fist of Havoc[/b] - I don't know about you guys but either make it a perk or standard, but the higher you initiate this super from, the bigger the radius should be. Right now it's just a suicidal version of Nova Bomb. [b]Warlock melee[/b] - In my opinion the range should be shorten, or make it slower than the other melees [b]Titan melee[/b] - It needs a longer range, or it should be a lot faster than the other melees That is not everything but that is what I can think of as of right now, the point is, is that the subclasses need a rebalancing. And while we are at it, certain subclass armor perks should be reconsidered. Just based on how little I see these armors is an indication of how underwhelming these exotics are. [b]Young Ahamkara's Spine[/b] - I think these are tied with sun breakers as the most useless exotic. I think these gauntlets should grant an additional tripmine grenade. [b]Sunbreakers[/b] - Also underwhelming, if it was up to me I'd also make it increase the radius of the grenade. Or make the radius increase overtime or make it grow in proportion to the amount of damage it has given to enemies. Along with it increasing the duration. In all scenarios of the grenade being bigger, just slightly. [b]Radiant dance machines[/b] - It's a cool idea, but I think it should have a hidden perk in it, maybe increase airborne accuracy? [b]Peregrine Grieves[/b] - It should include giving you the shoulder charge ability [b]Mk. 14 standasides[/b] - It should also deal damage in the area if you land a successful shoulder charge, like storm grip overload. [b]Bones of Eao[/b] - Pretty much just a fun throwaway exotic. But it should've also included taking reduced fall damage and reducing or removing that animation where you could barely use your gun after taking a heavy drop. [b]Celestial Nighthawk[/b] - A great exotic, but if combustion is active, it should increase the radius of the explosion created by combustion. And also I was really hoping for an epic sound for shooting that one, super golden gun bullet I don't know about you guys. [b]ATS/8 Arachnid[/b] - I've never seen anybody ever use this, and I'm not even lying. The perk provided by it almost makes the golden gun worse. Instead of making it zoom in for precision, maybe provide markers over the enemies heads to detect them faster? [b]Knucklehead radar[/b] - This should also provide a radar while using the golden gun ADS. There are too many guns out now with 3rd eye to make this exotic remotely useful. Plus you can always go in and out of ADS quickly to get your radar back so maybe this would make it a little better. [b]Skull of Dire Ahamkara[/b] - I don't have many ideas for this, but I rarely see this helmet in action, and I don't think I've seen it once ever since The Ram was released. [b]An Insurmountable Skullfort[/b] - Does this also regenerate health when you use shoulder charge? If not I think it should. I used it a lot because it was my only striker exotic for a while, but I did not shoulder charge often due to it's extreme risk. This isn't a complete list as I cannot remember everything right now, but I think it's enough to serve the purpose of saying that Bungie should considering rebalancing the current subclasses before adding the new ones. Especially after seeing how good these new subclasses can be, they need to bring some life back into the current subclasses.

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