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Destiny

Discuss all things Destiny.
Edited by DullahansXMark: 11/25/2015 3:53:38 AM
662

Hey, look - I just balanced all the subclasses

So, as we all know, there's a severe difference in balance between PvE and PvP in this game. While weapons are something that probably won't ever get any true balance (name one scenario where Raze-Lighter is seriously more practical than Bolt-Caster in PvP. And lol if you say "killing Sunbreakers". Conversely, Raze-Lighter is arguably the more practical option in PvE due to the higher damage output, where said higher damage output actually matters), subclasses CAN be, and that matters a lot more since you don't have 20 different Bladedancer subclasses to choose between. But how do we balance them across all modes? Simple. [u][b]Titan[/b][/u] [u][i]Striker[/i][/u] -Fist of Havoc deals 50% more damage in all modes -Fist of Havoc, when used on the ground, now has a very brief delay before performing the lunge. Headstrong removes this delay if used while sprinting. -Fist of Havoc now regenerates health upon activation. -regular melees can be immediately chained out of Storm Fist (for a quick two-punch combo) *edit #3*-Amplify now triggers on hit -Overload now guarantees another Storm Fist charge on a Storm Fist kill. Having Overload as the selected perk also reduces the cooldown on Storm Fist. End Result: Strikers are based around close-quarters combat and nothing else. They should be damn near unbeatable in their combat range. Warlocks shouldn't have the right to say "hey, my melee is better than yours", and worse, actually be right about it. Furthermore, for how fleeting Fist of Havoc is, it should be a lot more powerful. I've seen Sunbreakers survive Fist of Havoc. Conversely, Fist of Havoc is way too unpredictable. Unless you already have your high fire-rate shotgun out, or the Striker has already taken massive damage, you're dead if he decides to use it. The delay will help in giving the victim a realistic amount of time to react to it. However, should the Striker go unopposed (such as if the enemy decides to run away), he gets his health back. This makes it less of a "panic super" and more of a strategic maneuver, which is exactly what it should be. [u][i]Defender[/i][/u] [b]NOTE: It has been brought to my attention that bubble-training in PvP would become damn near unstoppable with these changes. Maybe a Fist of Havoc could do it? But one super (from another Titan, no less) shouldn't be the only thing capable of stopping Ward of Dawn. I'll look things over and see if I can redo this one a bit. In the meantime I'm keeping these changes up.[/b] -Suppressor Grenade now detonates on contact with any surface -Enemies that step into Ward of Dawn now receive a dubuff called Warden's Light. Stepping out of Ward of Dawn will take this debuff away. ->Warden's Light increases damage dealt to you by 25% and lowers damage output by 25%. In addition, the victim's movement speed is slowed significantly. -Ward of Dawn can now take more damage before disappearing (has enough health to take 3 Golden Gun shots to destroy) -the initial 2 orbs of light generated by Ward of Dawn are now moved to the tail end of the super. They now only appear after the bubble has expired. Orbs generated by Gift of the Void remain unaffected. End Result: Defenders need no extra buffs in PvE, but most of this won't really help there much anyway. This is more or less a pure PvP buff, which is where Defenders are massively underwhelming. By being able to tank 3 Golden Gun shots a fair "super trade" can be achieved; a Defender should not have his Super completely negated, and then have himself be killed, by someone else's Super. That's not an even trade. However, should the Gunslinger run Achylophage Symbiote, then they CAN kill the Defender inside with the same Super, but that's okay, they gave up their exotic slot in order to achieve that. Furthermore, running into the Defender's bubble is no longer such a good option. Seriously though, it should be a fearsome thing to even consider going into that bubble, yet it happens all the damn time, and usually the people going inside actually succeed in doing so. This new Warden's Light debuff should help make it less of an appealing option to attack a Defender Titan within his bubble. [u][i]Sunbreaker[/i][/u] -Hammer of Sol damage reduction lowered by 5% -Cauterize now has a 3 second cooldown between uses -Hammer of Sol (and associated abilities) deals 25% more damage to AI combatants End Result: Sunbreakers are still incredibly tanky when in Super, but not to such a ridiculous degree. The first hammer kill they get will recover their health, but it will leave them open for three whole seconds should your team decide to open fire. This won't guarantee success, but it'll make Hammer of Sol less of an "instant enemy team wipe button" like it is now. However, doing that would reduce its PvE use significantly, which is where Hammer of Sol is actually fairly balanced as is. Thus, we increase the damage it does to compensate. Less defense, more offense. I think that's a fair trade. [u][b]Hunter[/b][/u] [u][i]Gunslinger[/i][/u] -increase Golden Gun (and associated abilities) damage dealt to AI combatants by 35% -Circle of Life decreases Super cooldown on kill if activated outside of Golden Gun. If activated while in Super, Golden Gun's duration is extended and damage dealt by Golden Gun is increased by 10% for 5 seconds in all modes. End Result: Gunslingers are perfectly fine in PvP. In PvE though, their damage is lacking. I buffed that part up a bit. *edit* Oh, and Circle of Life sucks. Fixed that though. [u][i]Bladedancer[/i][/u] -increase Arc Blade (and associated abilities) damage dealt to AI combatants by 100%. -if the selected Arc Blade perk is Showstopper, activation of Arc Blade triggers 100 AOE damage around you. -if the selected Arc Blade perk is Vanish, activation of Arc Blade immediately turns you invisible. -Razor's Edge has better hit detection and a larger radius of effect. End Result: seriously, Arc Blade should be doing so much more damage in PvE, but it doesn't. It's perfectly fine in PvP though. [u][i]Nightstalker[/i][/u] -direct hits by Shadowshot immediately disable abilities. End Result: why this isn't a thing already, I have no idea. [u][b]Warlock[/b][/u] [u][i]Voidwalker[/i][/u] -increase Nova Bomb (and associated abilities) damage dealt to AI combatants by 25%. -Life Steal and Soul Rip now trigger on hit. -Lance perk on Nova Bomb increases base damage by 25% in all modes. -Angry Magic has increased tracking ability. End Result: the Voidwalker tree has a lot of useless perks. My aim here is to make them worth using more, especially now with the advent of the Stormcaller subclass which invalidates the Voidwalker's former "crowd control" potential. [u][i]Sunsinger[/i][/u] -Solar Wind has increased knockback and increases Scorch damage by 10%. -Brimstone now triggers on hit. -Sunburst has a guaranteed chance to generate an Orb of Light. -if Fireborn is the selected perk, activating Radiance while still alive gives the Sunsinger the Raise From Ashes buff, which allows them to revive one ally regardless of timers or restrictions (ex: before the 30 second timer is up during normal raids, or at any time during hard raids). Raise from Ashes wears off upon revival of one ally, and this reduces the duration of Radiance. -Song of Flame now applies to all fireteam members, regardless of positioning relative to the Sunsinger, however, the effect is now 75% of what it was before. In addition, grenade and melee cooldowns during Radiance are further reduced while Song of Flame is active. End Result: like Voidwalkers, Sunsingers have a lot of useless perks. Many of these changes are put in place to make them far more appealing than they were previously. However, with Vault of Glass Bungie realized just how much Sunsingers trivialized the Hard raid experience and from then on put various elements into play that limited the usefulness of being able to revive yourself at any time (Crota's Oversoul and Golgoroth's Tablet of Ruin being such examples), and thus Sunsingers haven't been in demand ever since. Making this change would not only give Warlocks true support potential (which they sorely lack), but give them a utility that is uniquely theirs during raids that doesn't invalidate the existence of Hunters and Titans (whose support classes are just as valuable in their own way). [u][i]Stormcaller[/i][/u] End Result: Yeah, I hate to end on a low note, but Stormcallers are perfectly fine in both PvE and PvP. They deal great damage to crowds in both modes but (especially in PvP) they're fairly easy to kill due to limited mobility and a lack of health regeneration in any sense. So I say leave them alone. Anyway, so there are my changes. Like I said, this doesn't cover weapons, but subclasses, not just in PvP but PvE as well. With these changes they would all become much closer to equally valuable in both modes, which I think is a good thing to achieve. Discuss away. *edit #2* This post has been gifted the presence and approval of TheGreatNike. It has achieved Legend status. Thank you for making this possible, everyone. Also, TGN, I'm glad you like it :P *edit #4* I'd just like to say that I'm very humbled by the very large and very positive response I've gotten for all of this. And to everyone who I haven't personally responded to, just know that I've at least read every response made up to this point and I value all of your praises and criticisms. Thank you, everyone. *edit #5* Ho-ly-crap, we are trending! I'm not joking, we're actually on the trending page! Awesome, guys! Way to go!
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