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4/23/2016 5:02:14 PM
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COLLECTIVE CLASS BALANCING THREAD

This is a thread for class balancing for all classes. I'll add some of people's suggestions into the thread for the future. For now, I'll put some in and we can add to them later. TITANS [i]Striker[/i] Super: -Death from above has reduced activation time and travels faster. -DoT Perk for fist of havoc blinds enemies inside the AoE Abilities: -Discharge perk blinds enemies for a short time like the flash bang grenade -Amplify storm fist does bonus damage and has a chance to kill in one hit, to make the super energy bonus trigger more often and compete with energy drain, which gets super energy on hit. Perks: -Headstrong perk provides strong flinch resistance while sprinting -Aftershocks perk also makes blinding effects from the new discharge, DoT fist of havoc, and flashbang last longer -Transfusion makes shoulder charge and stormfist melee speed faster, as well as makes juggernaut regenerate health while used. [i]Defender[/i] Super: (I have nothing at the moment) Abilities: -Suppression grenade no longer shuts down supers Perks: -Gift of the void has no limit for orb production -Iron harvest has a much higher chance to provide orbs for teammates -Illuminated perk produces orbs when people kill enemies whilst having blessing of light or weapons of light. Armor of light also has increased damage resistance with this perk active. -Relentless perk makes force barrier trigger when your shield is broken (this could be op, but if anyone has suggestions for this I'm open to ideas) [i]Sunbreaker[/i] Super: -General increase to duration -Forgemaster allows even more hammers to be thrown and increases the radius of the explosions much more from its current point -Hammer velocity is increased -Hammer of Sol cooldown is reduced -Agility is decreased while using the hammer -Armor is increased while using the hammer -Suncharge has a farther reach and it increases agility while using the hammer Abilities: -Thermite grenade ignites enemies, and creates a pulse-like area of effect when it hits the ground and a small pulse effect whenever the fire trail is created Perks: -Simmering flames decreases cooldowns farther (if I can get some numbers here that would be great) -Cauterize cooldown decreased -Fleetfire adds much more agility and gives you a small amount of health back on ability kills, like life steal. -Final perk (I forget the name) makes sunspots last longer and causes sun spots to appear on enemy kills with any ability. This means if you kill someone with "Ignite the World" it will create an additional sunspot. -Flameseeker provides much better tracking but at the cost of a higher blast radius, making it more of a single target weapon I got tired out from writing the Titan stuff so I'll add hunters and warlocks later

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  • I loved pre-nerf Sunbreaker, but it's like you want to grab a Sunbreaker and fill it with steroids until the whole meta is comprised of hammers, special hammers, heavy hammers, super hammers, Melee hammers, and grenade hammers

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