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#feedback

Edited by Zix375: 1/2/2016 8:31:31 AM
2

Subclass overhaul, what should, and shouldn't be?

This post will be some projected ideas of what changes could help subclasses, balance wise. There will be no bias between classes here. I'll start off with Hunters, I've mained a hunter since day one, and some things I've noticed would be better if changed. Gunslingers. Good super, all around, with some issues regarding the armor, or lack thereof. Some question why don't they get armor buffs when in their super like the hammer of sol does. The best thing that could happen with this scenario, would be to buff gunslingers in a way that isn't game breaking. To do that would be tricky, in year 1 hunters had the only roaming supers. Gunslinger was balanced because it had 3 shots, could not take out an entire team, and was easily shut down. That's fine, it can one shot any other super, the only thing for gunslinger that I could suggest, is a long time to use the super, and increased golden gun accuracy (not aim assist). Moving on to skills and abilities, Melee A throwing knife to the head, should be one shot kill. [b]with no aim assist on the knife whatsoever.[/b] it's a knife in your noggin, I think we can agree that if it didn't have it's wonderful Devine headseeker, we could all live with it being a one shot kill. Maybe some tidying up on how far away you have to be to throw it, seeing as I find my self lunging into nothing far too often. As well as a quicker melee Recovery. Grenades. Incendiary grenades are all around okay, although I would like to see a perk that modified the burn damage, seeing as Titans and warlocks have some sort of modifier. Swarm grenades, the only time I ever saw these was when they were abused when ashes to assets was bugged. If they could be replaced with something, that'd be fine, maybe a fire bolt grenade. Trip mines, my favorite grenade, I would like to see these grenades tended to due to the bugs that sometimes inflict a mere 7 damage. Or, a range increase to that of what a lightning grenade would be. A thought for it as well. Since it will not kill someone with maximum armor and health, I wouldn't mind if the grenade had a secondary detonation such as to a radial blast, it would make it viable for ground placement. Seeing as a lightning grenade inflicts damage very well and in a very good area. Perks, Jumps are fine as is. Golden gun perk. Gunfighter, I don't feel really makes a difference. And combustion is very well done already. Dead eye, in my opinion should be built into the super, why should you sacrifice a perk for having your weapon shoot straight is beyond me. In its place, I would put key hole. The only throwing knife perk I find useless is circle of life, why that buffs armor, I wouldn't know. It seems rather out of place and redundant. In its place I would put a perk that maybe increase precision damage dealt, or increases the speed of which the knife is thrown, and recover of using a melee attack. The paths are fine, although I would like the option for a bit more recovery, and maybe a bit more baseline agility. Perk column 1:Scavenger is great, and with the replacement of dead eye with keyhole, a new perk to increase burn damage. (Grenade/incendiary blade) Perk column 2 chain of woe is fine, as is gamblers dagger. I feel over the horizon should be built into the super, and in its place could be a perk that acted like encore, to maybe extend golden guns duration with each kill. Or something else, maybe something that would just increase golden guns duration and grant an extra shot. These are all up for debate and feedback is welcomed. Blade dancer- good super, only thing with the super really is it seems and blade weapon has hit detection issues on targets mid air. I believe that each strike should be a kill, unless used on someone else in a super. In that same area seeing as blade dancer is strictly melee, a slight armor buff would not be unwarranted. Grenades seem all around fine, with the exception of flux grenades not killing targets that are stuck. All other sticky grenades kill, and I feel that flux should as well. On the note of sticky grenades, none of them should have the suction effect that they do now. The only exception would be magnetic grenades, and it should be toned down. Jumps are fine, blink, I feel blinks physics should be reworked, blink teleports the user forward in the direction of their momentum. The recovery after blink should be a bit better, and it should have a .5 Gcd. Arc blades perks are all well done, and on the note of invisibility, cloaking should be a true cloak, so getting rid of the glowing blue electricity lines on a cloaked hunter should've been done from the beginning. To balance this, with the invisibility perk, you should crouch and fade out. When you stand to sprint you should rematerialize. Much like how halo's active camo would work. While crouching and moving the effect would be slower and less prominent. While completely invisible and not moving you should not appear on radar. This would give back stab a more viable standpoint. When using vanish the effect would instantly cloak the hunter and blind nearby enemies, and make the hunter disappear from radar for x amount of seconds. Moving on to melee, backstabbing is good, when you can land it, scoring a kill should reset its cd IMO. With the invisibility changes, escape artist would trigger, blind the enemy and provide a weak cloak, and remove the hunter from radar for x amount of time. Overall the blade dancer subclass is well done, except for a few light things. Nightstalker- overall fairly well balanced. The only things that I would change is the delay on when the tether activates, It should be immediate, and the rate at which you evade with shade step, it should be slightly quicker, close to the evade granted by twilight garrison. This wraps up hunter subclass changes that would help make them feel more synergetic. Moving on to Titans, starting off with sunbreaker. Sunbreaker was very controversial at the beginning of Ttk, the nerfs to Titans were defiantly warranted but Bungie (as usual) went a bit too far. The detonation on hammers is off, and feels terrible. It's very easy to evade a Titans hammer now and it takes away from what remaining time they have to chase someone down. If the prox. Detonation isn't fixed, a burn could be added to the hammer impact (if there is one already I don't remember sorry :o) it would definitely help fit the super and make it a bit more viable instead of chasing one person down. Grenade and melee wise I haven't seen much of an issue. The thermite grenade could maybe be reworked to send out a circular pulse originating from the AoI. Instead of a single line. Any input on solar Titan grenades and melee would be much appreciated in trying to develop something that would work more effectively for the Titan. Defender seems to be in a very good spot, with the exception that landfall magically gets rid of the bubble. (More in that in warlocks) I failed to say this with nightstalker but the spike grenade is rather underused and could be replaced by a scatter grenade. Helping with the strong area denial by both subclasses. Magnetic grenades would be the only grenade with tracker, but it's suction range slightly reduced. Striker Titans, recently reworked. They seem to be in a much better spot. than before. Shoulder charge activation would charge up, but able to be used right off the bat, if not fully charged, the bash would deal less damage but have a knock back effect, hit detection would be tweaked a bit. Unless hit directly it would not net a kill. Lightning grenades range would be slightly reduced into a tighter cone. Direct impact would detonate a large aoe killing the first person struck, afterwards lightning bolts would be cast out to all others in the remaining area, dealing 75% of the initial damage. Moving on to warlocks, (bane of my existence) hopefully we can put more raid utility into them. Sun singer, not much to it. Flame shield would not apply an over shield but actual damage reduction, two different things completely. Adding to the Phoenix perk of self ressing, During radiance all ally revives are halved, and any ally revived during radiance will receive an over shield that is 25% more powerful, and lasts 100% longer, (25% in pvp) I hate seeing warlocks get kicked for no reason, or because they don't run sun singer. A touch on the perk increasing the burn time on grenades, this would burn 75% stronger, but for 25% of the original duration. A stronger burn but the speed is increased. Void Gandalf. Gandalf the purple. Definitely a buff to the damage, (kills everything in pvp already) thinking about the energy drain melee could siphon health, input on how the warlock community feels on the void subclass would be appreciated. Storm caller- the newest balance issue. Overall storm callers are great. Aside from having fist of havoc followed by 30 seconds of death. Reworking landfall so that it would pulse outward from the warlock at 30% of the damage for the duration would help limit the fist of havoc, but still retain the defense. Reducing the range of the lightning initial chain and enemy to enemy chain by 25%. Increasing the damage to pve combatants by 35%. The hit detection would definitely be touched on, no more lightning behind or through walls. A slight delay between storm grenades lightning strike would be added to give people an initial reaction in stead of snap crackle everyone's dead. There's are just something that I feel would help the balance of subclasses and they're all open for discussion of what would or would not work better. All comments and additions are welcome.

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  • I read one hit to the head knife kill then stopped. That's absurd. The last thing this game needs is a buff for hunters in PvP. Someone else tried to argue this point. In real life a damn side arm shot is a one head shot kill. Do you really want that too. Titan armor needs a buff or Blink and Shade step need to be removed.

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    • I would just like to say I like the sound of it. One thing I'd like to see for my hunter is a wider detection beam for the tripmine. I don't think it needs a second explosion, but all to often people run past mine through that little red beam and don't even get hurt. If it was 30% wider it would be more effective as a trap. At the moment you need to make it land right on them (or they just aren't looking)

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