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Destiny

Discuss all things Destiny.
Edited by DARKMASSA: 8/1/2016 2:17:29 AM
2

An alternate approach to Crucible balance in Destiny

[b]Leave all class bias at the door.[/b] About me: I play all three classes relatively evenly with 1555 hours among all my characters. I want all classes to be a viable option in Destiny. Currently the trend is to nerf things that are good, but that will just create animosity among the different classes. If people whine about Warlocks and they get nerfed, than the Warlocks will turn around and do it to the next class. This has been going on for a while, and now Titans are the hot topic. In this thread I will bring up a wild new idea. How about we *buff* classes to be closer to equal power levels while letting them keep their individuality. #If you don't want to see a bunch of data just skip to the section on suggested changes. Lets start with some data. #Titans: **Defender** *Suppressor grenade damage*: Close but not at feet: [112](http://imgur.com/gallery/HepoXXY), At feet: [142-161](http://imgur.com/s6thtqk), Near miss: [24](http://imgur.com/JbKQqDY) *Spike grenade damage*: [25 per tick](http://imgur.com/10U1wKj) *Magnetic grenade damage*: [122 on initial blast, 79 bonus, and 97 on second explosion](http://imgur.com/xluFFvl), bonus clip from the interwebs: [122/79](http://imgur.com/h7toY73) *Charged Melee* [122](http://imgur.com/AkYPmSw) **Sunbreaker** *Incendiary grenade*: At feet: [170, with 7 damage per tick](http://imgur.com/vbbdmez) *Thermite grenade*: [45 per tick](http://imgur.com/PtLNYci) *Fusion grenade*: [2 on impact, 170 on detonation and 79 bonus=249 damage.](http://imgur.com/0wrRDyp) *Charged Melee*: [104, with 7 damage per tick for 5 ticks=139](http://imgur.com/veo49PQ), [104 no ticks](http://imgur.com/te4bwCe) [104 for the charged melee, 122 for the follow up uncharged hit](http://imgur.com/SUQqf7H) [Again, 104 and then 122](http://imgur.com/pCVFjt6) **Striker** *Flashbang grenade*: At feet: [170](http://imgur.com/pcdlrf5) Close: [63 & 82](http://imgur.com/sjpCqkr) Near miss: [13](http://imgur.com/5Ee4scf) *Lightning Grenade*: [122 ANYWHERE in the cone](http://imgur.com/Mr8vVM4) *Pulse grenade*: --> Warlock with better clip/same grenade *Charged melee*: [158 damage](http://imgur.com/Dkgfxju) #Hunters **Nightstalker** *Vortex grenade*: At feet: [49 at impact](http://imgur.com/6GgfQRg) Near miss: [15 at impact](http://imgur.com/TXNOtzJ) Miss, but target walks in: [19 per tick](http://imgur.com/VU8T6Pl) *Voidwall grenade*: Group hit: [Impact for 32 and 55 with 19 damage per tick](http://imgur.com/FWtYRKk) *Spike grenade*: Same stats as Titan. 25 damage per tick anywhere in the cone. *Charged Melee*: Can be thrown--> range is not a factor. Two players hit: [Impact for 40 and 53 with 8 damge per tick](http://imgur.com/srzX7cP) One player walks ontop of the snare trap and gets [16 impact damage with 8 damage per tick afterwards](http://imgur.com/JBbY2rb) **Bladedancer** *Skip grenade*: [10 damage per seeking node](http://imgur.com/RuELVWI) *Flux grenade*: [122 initial blast with 79 bonus damage=201 damage](http://imgur.com/S1usM0v) the "37" is the nearby teammate. *Arcbolt grenade*: clip on warlock because they are the same grenade. *Charged Melee*: [122 damage hit from front](http://imgur.com/Bbu6cj6) **Gunslinger** *Tripmine grenade*: [188 right next to target](http://imgur.com/tTCrRKt) [188 again](http://imgur.com/ZfbOlwK) *Incendiary grenade*: At feet: [166](http://imgur.com/nc6JBwm) Close: [108 explosion with 7 damage per tick for 5 ticks is 143 total damage](http://imgur.com/yR9ffZB) *Swarm grenade*: Same damage as skip grenade just different mechanics. Swarm will stay in place and chase/explode on people who walk through it for 10 damage per seeker node. *Charged Melee*: [142 on headshot, 7 damage per tick for 5 ticks](http://imgur.com/EiYDVvU) #Warlocks **Stormcaller** *Storm grenade*: Direct hit [110](http://imgur.com/Sp3voax) while the outer edge opponent is dealt 44. Arc web gives a bonus hit for 52 to other nearby enemies. Arc web is the only way to make this grenade viable. All on one person: [If the enemy stays near the center of the grenade it will do 110 initial impact and then 73 on the second burst total is 183 on one player](http://imgur.com/7Ny5kDj) if there was a second player, Arc Web would have finished him. *Arcbolt*: Hits up to three targets for [91 damage each](http://imgur.com/02SC5DO). Can hit 4 if you use Lucky Raspberry for the hunter. *Pulse grenade*: [61 damage per tick](http://imgur.com/zp5btPj) has the same duration as the lightning grenade, but a much smaller area. Ticks 4 times. *Charged Melee*: Can hit for [122 damage](http://imgur.com/qM5gqZk). Range can be increased to the edge of shotgun range. **Voidwalker** *Axion bolt*: [110 damage per seeker](http://imgur.com/tP48owv). Can spawn three seekers, 4 with the Voidfang Vestment. *Scatter grenade* without Nothing Manacles: Direct hit with targeting moving: [2 damage](http://imgur.com/Dw9jfsS) *Vortex grenade*: Same as hunter. [Does 49 on impact and 19 per tick](http://imgur.com/j1xLzbW). *Charged Melee*: [Does 134 damage](http://imgur.com/fmfoTNp) **Sunsinger**: *Solar grenade*: Near miss: [1 damage on impact, and with Touch of Flame AND Viking Funeral it deals 7 damage per tick for 5 ticks.](http://imgur.com/3Me28R1) [Direct hit deals 49 impact damage and 19 per tick while inside, and an additional 35 from the touch of flame viking funeral combo](http://imgur.com/VfgpoHT). *Fusion grenade*: Same as the titan fusion grenade. If it sticks expect 249 damage. *Firebolt grenade*: [85 damage on impact, and with Touch of Flame AND Viking Funeral it deals 7 damage per tick for 5 ticks.](http://imgur.com/bLzqWlr) Giving it a max of 120 damage. *Charged Melee*: [122 damage on hit, and then 7 damage per tick for 5 ticks, assuming the target is still alive.](http://imgur.com/IygL6xu) #Now that we have some data, lets talk about some positive changes. This game has gone through a cycle of constant nerfs. If players are killed by it and they **feel** it is cheap than they will complain about it to get Bungie to change it. In fact, Bungie has said that, "We also want to address abilities that feel frustrating or unfair when used against you by another player"(https://www.bungie.net/en/News/Article/44840/7_Destiny-Class-Balance---June-Update). This means that Bungie is using emotions as well as who cries the loudest to balance the Crucible. It is unsustainable to balance the game based on what people feel. During Destiny's multiplayer life cycle there has *always* been a hot topic that was complained about. In the early days it was Bladedancer and Firebolt. Now that Bungie has nerfed almost everything people are turning to titans. The new hot topic? Shoulder charge. Shoulder charge has NOT changed since launch. But now that 6/9 subclasses are watered down, Strikers that run shoulder charge seem to be doing better. You can quote me on it here, this WILL spawn another nerf cycle. Players are already trying to get SC nerfed through various ways. However, I am here to advocate a new way to balance Destiny. Lets start **buffing** things so that there will be more reasonable options. #Suggested changes **Hunters** *Blade Dancer*: Flux grenade should do IDENTICAL damage to fusion grenades. It makes no sense that they do less damage. If they would one hit kill just like the fusion grenade, they would be used more. Currently high armor targets can survive a flux grenade but not a fusion grenade. Arc Bolt should do at least 110 damage. Arcbolt makes a direct line from the grenade spawn to the target. If there is a wall in the way it will miss. But the Axion Bolt (Warlocks) can go around walls to find their target. Of course the change to Arcbolt is applied to the Stormcaller (Warlock). *Gunslinger and Nightstalker*: I feel as though they are both in a decent place. The only change I would make would be to the Spike grenade. They should remove the "buff" (ha) from the spike grenade and let it go back to a higher tick rate dealing 19 damage per tick. Currently players can (and do) just sprint through the cone and receive very little damage. This also applies to the Defender Titan of course. **Titans**: Running into a wall should not charge shoulder charge. Sorry but if you are not moving how are you gaining momentum? This change seems to be a bit far, but it would stop people from getting Pulse grenades should do 122 damage per tick. This would bring it on par with the lightning grenade, however with a much smaller area of effect. This change would also apply to Stormcallers (Warlocks). The Thermite grenade should either create a wall of constant damage or it should catch people on fire if they walk through it. Currently it is one of the worst grenade choices in the game. Other than those changes I would keep titans the same. Titans seem to be well balanced and most of my changes are intended to bring up the other 2 classes to their current level.

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