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#feedback

Edited by Evo: 10/10/2016 12:35:56 AM
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Evo
Evo

The SirSkit Class Balance Update (opinion)

This is simply an opinion of some reasonable changes that could be made to the classes in destiny. Hopefully I could get some opinion from what others think but again this is simply an opinion. WARNING THIS IS A LONG POST First Titans. Striker Titans- The amount of inconsistency in this class is actually ridiculous and this comes from a hunter main. -Fist of Havoc needs a defined range In its current state sometimes it will hit someone from halfway across the map (exaggerated but you get the point) and other times you slam next to someone and nothing happens -Lightning grenades Great grenade damage is fine no change there but the range also needs to be defined. I understand that it does damage each pulse but sometimes you stand legitimately next to it and the pulse misses but the next pulse will hit so it needs to consistently affect a range so that Titans actually get rewarded for throwing a well placed grenade on a camping player or a congested area. -Shoulder Charge this ability has literally gone to trash and needs to be tweaked so it's not garbage. Return the hit detection to year 1 so it actually hits people instead of shortstopping. However keep the charge time the same so you give the opposition an opportunity to actually fight back but also give a skilled Titan the chance to actually get the kill they worked hard for. Titan Melee Storm Grip The T-Rex arms need to stop. The only class with virtually no lunge on melee and that should change. Give them lunge in line with a normal hunter melee so they can actually hit a melee outside of breathing range. Juggernaut Shield This should not be able to straight up tank a golden gun shot. Reduce the armor on the shield so that a hunter who uses golden gun should break the shield and take away the Titans shield. Golden guns with overpenetration should kill a low armor Titan and leave a regular armor/high armor Titan one shot. Also should only take one sniper shot instead of two but that is solved by the golden gun part about reducing the armor on the shield Sunbreakers Fix the hit detection on the super so you don't miss at point blank range and increase the damage so you can actually kill a bladedancer and Nova bomb it's a damn flaming metal hammer it should be able to at least that. Defenders Leave as is Warlocks Stormcaller -Thunderstrike The damn melee range good lord on thunderstrike please reduce by at least 25% so we don't get cross mapped anymore -Stormtrance Yeah the 10 kill streaks from -stormtrance has got to stop reduce the super time to 15 seconds leave damage as is so it doesn't last longer than the Twinkie in your cupboard. -Sunsingers Do people even run this after getting nerfed into the ground? Return the grenades to previous state before the April update which I believe don't quote me was when the nerf occurred. Reduce the burn damage from 7 to 5 though and leave the tick number the same that way you still burn extra from Viking funeral but it's no longer a death sentence and keeps the essence of "stopping shield recovery" according to bungie -Flame shield Reduce the strength of the shield so it's put in line to be as strong as a revive shield and remove the current delay it has after meleeing someone Void walkers -Nova Bomb If you throw it at your feet you should die straight up point blank sorry void mains it's true it's a bomb for Christ sake Voidwalker melee When the ophidian aspect is equipped reduce the effects because it practically one shots at this point and full health ensues for the user almost all the time. Other than that great melee Axion bolts Damage is fine two should kill you. But reduce the tracking so it doesn't chase until the ends of the earth. Hunters bladedancer (my main class) Blink strike Frontal backstabbing has got to stop Reduce the effect of backstabbing so that if I can see any part of your face it won't proc Arc blade Hit detection short stop also needs to stop so increase hit detection but reduce lunge so the hand of God doesn't lunge forward to kill someone. as far as armor on bladedancer give us at least 5-10% more so we at least have a chance against a team shot but don't straight up tank good team shotters Skip grenades Tracking is fine but slightly reduce effects of tracking when shinobu's vow is equipped so that skip grenades dont become axion bolts in their current state. damage is also fine in all honesty Arc bolts Forgot to mention this for Stormcaller but increase the damage so these arent hot garbage like they are now and become a usable grenade. Damage increase from the current 73 to 95 for lower armor and 85 for high armor. Also put hit detection in line with fire bolt nades Gunslingers Trip mines should one shot all low armor guardians and leave high armor guardians one shot. Damage should be reduced if you react and move away but you still caught in the blast. If you run through and clear the blast then no damage should ensue. However, they shouldnt stick to people, only objects. mines don't stick they wait. Throwing knives Return to previous state pre nerf however change burn to 3 ticks of 5. Nightstalker Leave as is still a really strong and solid class. Thanks if you got to the end just felt like stating some opinions. Hopefully a bungie developer looks at this and implements the changes lol.

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  • These are some really positive changes for the game in my opinion. Smoke is a bit undefined as we'll I find you ask me though. The cloud sync appear and disappear and sometimes you're dying but you're not in the cloud (this happens to me often as I am often aware of a Smoke nade mid-flight but as a Titan player cannot easily avoid them once they are in the air). I appreciate your attention to numbers because most people will just beg for whatever class they don't play to be needed into the ground but balance isn't that simple. Overall, I think it's a great way to balance the game and I hope Bungie sees this cause it's honestly spot on.

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