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#feedback

Edited by Orpheus49: 8/1/2016 10:20:35 PM
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Subclass rebalancing ideas, titans actually need a buff

Titans seem to be getting a lot of flak right now so here's my thoughts Titans are the absolute worst to work with. Their mobility is their biggest issue, any smart opponent knows that the skate is rendered usless by strafing out of the way, especially with mida. That being said, I say buff what they do best, control traffic. Here's everything I believe would be resonable Warlock [spoiler]Sunsinger: viking funeral got hit too hard, I say revert the nerf, and increase solar nades damage by half Stormcaller: stormtrance must be aimed using the redicle now, pulse nade buffed to be as deadly as lighting nades, storm nade detonates just as quick but ticks faster so people will severely suffer for staying near it Voidwalker : Fix scatter nade bouncing bug, vortex nade increased damage by half, nothing mantacles rebuffed Warlocks melee: range remains the same, but the homing melee mechanic is replaced with a lunge melee. So they won't stay out of shotty range when hitting you[/spoiler] Titan [spoiler]Defender: Buff ward of dawn(now supresses anyone coming inside), increased damage of Supression nades, force barrier recharge speed increased, magnet nades buffed to be like fusion nades, Striker, flashbang does more damaged and blinds for longer, shoulder charge hit detection fixed, Pulse nade does the same damage as a lighting nade now. Sunbreaker: termite nade now kills in two hits, and ticks slightly faster, sunspots overshield now is ass strong as force barrier. Sun spots Last longer and deal more damage, hammer tracking rebuffed. Garrison: rebuffed[/spoiler] Hunter [spoiler]Gunslinger: swarm nades range buffed slightly, tripmine rebuffed, throwing knives rebuffed and kill on a headshot when running incindeary knives, and gamblers dagger now makes knives fly in a straight line, chain of woe and accuracy buffs now trigger on kills instead of precision kills Bladedancer: I like the previous changes, missing a swing takes away less energy, rebuff blinkstrike range, Flux grenades buffed to be like fusion nades Nightstalker: smoke grenades now affected by grenade throw distance perks, (shadestep has 2 charges again, but does not negate tracking anymore but instead covers more ground and the animations plays faster). voidwall grenade increased width, vortex nade increased damage by half[/spoiler]

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  • Well my opinion is that, War lock should get the return of the viking funeral as it was and returning the original time you had for radiance. Titans need better jump control, hammer of sol time extended. hunter bladedancer time extended, Melee damage increase not to that backstab perk but to the normal fromt charged melee with a added Scorch of some kind in the sun class like the other 2 Guardians have not that throwing knife Rubbish, its pointless

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    • Edited by Chlo: 8/1/2016 2:07:11 AM
      So you want to make the strongest class stronger [spoiler]I'm talking about titans[/spoiler] [spoiler]people like you make me lose more faith in humanity[/spoiler]

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      • I like the Warlock ideas, Hunters are fine, Titan shoulder charge needs a distance buff though

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        • I actually enjoy the new Viking Funeral change. However, when they changed it, they cut the burn time significantly. With old ToF + VF the burn lasted around 10 seconds. ToF on its own only burns for about 3 seconds. Increase ToF to 5 seconds or so :) I wouldn't mind a little extra boost to the VF buff either. 5℅ dmg is alright but can we get a 7℅ to cap it at 21℅ max stack? :) (because Bungie likes #7)

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          • I agree with what you said only thing I would add is a damage and duration buff to hammer of sol plus modify a perk on defender to also double the duration of spike grenade like Lockdown for the Hunters. Also just a side note I read the argument you had with Biv and I just want to say you handled him beautiful while he just installed you, you just beat him down with facts, very well done. Oh last point sorry I didn't mention you Hunters and Warlocks I have one of each but I just don't really play them that much so I don't know what you need, maybe buff firebolts damage and buff the duration on vanish in smoke or something.

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            • Follow twitch.tv/ikiezo

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            • I like my list better though... Open at your own risk.[spoiler]These are some ideas for the next patch but I want to make the perfect list with ideas from the community! This list has been modified to work with the recent patch. If you didn't like something let me know! But it's all down to personal preference Titans -Melee range boost Sunbreakers. -Pressing your melee button will do a melee attack for hammer of sol but suncharge will upgrade it to an uber attack like it already is -Explosive pyre applies to grenade and melee but will do the same damage (so grenade does 170 it'll do another 170 damage) -Thermites get a damage buff (15% buff) -Firekeeper will allow grenade kills to make sunspots Strikers -Shoulder charge takes a another second to proc -Shoulder charge gives a agility boost, but minus one recovery Defenders. - There is a timer for the bubble (like golden gun, sunbreaker, etc) on the side but will still recharge. -Force barrier gives you a timer on how long it lasts for -Armor of light shields recharge while in the bubble -Blessing and weapons get a 5% buff to duration and effectiveness -The bubble will suppress any enemies inside Hunters Gunslinger. -Swarm grenade does more damage (about 20% more) -Gamblers dagger boosts strength -Undo the tripmine nerf Bladedancer. -super time increased (19 swings to 24) -Arcbolt grenade does more damage. -Flux grenade now has 4 rapid pulses of damage (about 30 damage per tick) along with the final explosion -Invisibility is enhanced -Showstopper will act like dark drinker instead is staying in one place -Fleet footed gives you an extra jump Nightstalkers. -Shadowshot's tether activation is decreased (1.5 to 1) -Vanish in Smoke bombs last 10 seconds with lockdown on -Marked targets will appear on allies radars and screen. Warlocks -Glide is faster -The Ram only affects voidwalkers armor Voidwalker. -Nova bomb damage to all enemies is increased by 7% -Nova bomb no longer damages you -Bloom explosions now do more bonus damage Sunsinger. -Solar wind is more effective -Solar grenades burn the target regardless of anything -Firebolts burn for 5 seconds -Radiance decreases melee cool down at the same rate as grenades. -Song of flame shows a ring of fire to show allies the effective range of it. -Radiant skin will give allies more armor -Max range of radiant skin and song of flame increased to 18 meters -Gift of the sun boosts helps to recharge your next grenade -Viking funeral grants a larger damage boost -Brimestone has a larger blast radius -Sunburst occurs 60% of the time Stormcallers. -Storm grenade does more damage and is more consistent -Arc web increased grenade damage -Stormcaller melee range is reduced -Stormtrance damage chaining range is reduced Weapons Autos -medium impact autos get a 4% damage boost. (Like Zhalo arch types) -Low rof get a 3% damage buff -Slight stability boosts on all autos except high rof -hip fire Reticle changed to a square -mag boost on all low rof autos (except Suros regime) Pulse rifles -Small increase in damage by roughly 2 or 4% to low and medium rof in order to compete with autos -Slightly decreased dps falloff -hip fire Reticle changed to a circular shape Scouts -Damage against ai is increased by 6% -Accuracy at close range is decreased while accuracy at long range is increased Hand cannons -Hip fire reticle changed to a circular pattern Snipers -When taking damage, snipers will flinch more -Movement speed while this weapon type is pulled out slows down walk speed -Aim assist is lowered by 30% on all legendary high impact snipers. Low impact stays the same -low impact types will get a mag boost Fusions -Can hit critical shots -blast pattern will always be in a circular pattern -Base dps is increased across the board by 3% -Reticle size decreased for more reliable shooting when hip fire is active -Reserve ammo boosted -Glass half full is available to all fusions Shotguns -Stability increased by 10 on all shotguns -reload increased by 15 on all shotguns. -Damage falloff is slightly decreased (like 2 or 1%) -Shot package brought back Sidearms -Increase in base damage -Hipe fire reticle changed to a square -added full auto as a perk to drop on a sidearm -Machine guns -Stabilty decrease on high impact machine guns -Range is slightly increased on fast firing machine guns Swords -Blocking will reduce even more damage Exotics (and legendaries) The chaperone -Range boost -Precision scaler increased Immobius -Hand loaded replaced with hammer forged. -Changed impact and rate of fire to medium impact and medium rate of fire Hereafter -Magazine boost (4 to 5) -Blinding effect is larger and procs faster Black spindle -Scope when ads changed to green instead of blue (to show its of hive origin) -Ammo reserves increased Pocket Infinity -Brought up to year two. -Mag boost (3 to 4) Sleeper simulant -Shots that hit enemies will bounce towards other enemies -Replaced injection mold with perfect balance -Replaced hip fire with surplus Hawkmoon (HAWKMOON!!!!) -Luck in the chamber bullets do a little more damage. (105 to 112) -Reserve ammo boosted (by about 25%) First curse -reload increase -Accuracy at longer ranges is more reliable -When the first curse perk is active, you gain a damage buff by 2% No time to explain -Muzzle flash decreased -Sight changed to the Strangers rifle sight Red death -Replaced snapshot with reinforced barrel. -Replaced unflinching win reactive reload Zhalo supercell -Lightning fx when aiming down sights is lowered (like bad juju was) -Chain lighting happens more often -Replaced braced frame with extended mag. -Stability boost to bring it up to 52 on the stability chart -Fabian strategy -Mag boost (40 to 58) -Stability boost (let's be honest it's needs some love) Hard light -Recoil bounce is reduced General -All year one vendor weapons and armor are available in year three -Legacy engrams from Xur cost less -Xurs loot table is based on your light. If you are 310 and above, then his loot will be 310. If not it will be 290 -Taken captains have a 10 second cool down until they throw another blinding bubble -Taken psions will multiply less -SRL returns -Twilight Garrison and Tarentella drop chances increased by 18% -Fast Rez armor drop chance reduced by about 19% -Damage over time fire bug fixed Perks: https://www.bungie.net/en/Forum/Post/208106233/0/0 Shoutout to that guy for making that list! You want to make the game better? You make buffs not nerfs! Let me know what you liked and didn't like! [/spoiler]

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              • Titans are fine. Stop it.

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                • https://www.bungie.net/en/Forum/Post/209949078/0/0

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                  • "Titans actually need a buff" Aug 1, monday - 2016

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                    • Bump

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                      • Really thats not balance thats nightmare fuel. I agree viking funeral needs to be put back with the privison the d.o.t is traded for a buff to total damage the burn should restrict recovery instead of free damage on this class and hammer of sol subclass. Supression nades are fine they act just like fusion ones already first hand experiance in crucible to proove this. The stormtrance already requires the user to move the on screen recticle its in the middle of the screen it comes up when aiming strom trance. Its very faint but its there maybe im the only one that notices it. Its hard to explain its kinds like a zeroing in box on screen not a gun type rectical. At present there are more hunters and titans playing in the crucible than ever before with new players coming through the ranks and they are either a titan or a hunter I wonder why ? Because these two classes are fit for crucible both hav the ability to evade and have good amounts of agility to boot. what broken IS broken lightening way too much range and damage or just length of time they are around. I mean when Ive died and respawned close to where i died i dont expect to be killed buy the same nade but it happens or I think im far enough away from the landing detonation area justbto be one hit killed from 10 meters away which is wrong and needs adjustment not a nerf just adjustment to act properly its supposed to act like void riser nade on hunter d.o.t foe those stuck inside its blast radius and that radius should only be 5m at best as maps dont give you alot od evade space if inside thy spaces are small enough as it is

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                        • Bungie: holy shit logic what do we do Deej: nerf it Bungie:yes

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                          • You have no idea what you're talking about. Sunsingers are performing perfectly fine right now. VF was allowing Firebolts to do all the work for people so the changes made took that away. All other aspects of the class were unchanged. The changes to VF are actually a buff to the class. Here are a couple of clips I made before I got kicked to orbit for the update. The update buffed Sunsingers so this should clear some of the confusion relating to if SS are viable or not. I got kicked before I could make a video on using Fusion but let me say that I get 7 orbs every time and kill around 15 enemies each Radiance. http://xboxdvr.com/gamer/Phnx%20y0/video/19984046 http://xboxdvr.com/gamer/Phnx%20y0/video/19984103 Both had max Disc and VF ToF. Storm trance is already fine. If anything, the range of the extended melee needs to be brought down a little. Other than that, nothing is even close to under or overpowered. Voidwalkers are perfect right now. There are a few bugs causeing Gift of the Void to not activate on Grenade or Nova Bomb kills and there are some reports of Scatter Nades not detonating correctly. Nothing should be changed about this class. Gunslinger is still very functional and has no problem competing. No changes are needed. Bladedancer still needs some work with the Backstab perk. Other than that, there is a bug causing players to have an extended delay when activating Arcblade while in the air. You are unable to swing for a good portion of the super (about 1/4) making you a sitting duck. Also, the Armor on Bladedancer is a little weak. People are able to shotgun melee them out of their super fast than the Arcblade can swing and kill. A slight increase to their armor would fix this problem. http://xboxdvr.com/gamer/Phnx%20y0/video/19631330 Nightstalker really doesn't need much. The recent patch to the Wombo was nice but Smoke Bombs are still a little too potent for how easy they are to use. If anything is done, the Smoke Bomb hit box needs to be reduced a little to match Throwing Knives. Sunbreakers and Defenders don't need any changes. Striker is also fine. The only changes that are needed would to be to tighten the turn radius with Shoulder Charge while hovering to make sure this doesn't happen: http://xboxdvr.com/gamer/Phnx%20y0/video/19640328 Another change would be to tighten the radius and length of the Lightning Grenade so that the max range is tied to the actual animation distance. http://xboxdvr.com/gamer/Phnx%20y0/video/19640341

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                            • Okay, I read the the title and thought this was going to be just another barrel full of crap, but I was wrong. You have great ideas for this game and I love it. I'm actually pretty thankful that there are some players who know what everyone needs.

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                              • Edited by AronBT: 7/29/2016 7:40:14 AM
                                OK, you know when hunters were nerfed and Bungie released those graphs. Titans, excluding defenders, are performing in line with other classes in the crucible and there is little reason to nerf. Defenders should be lower than other classes, because their mainly for PvE.

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                                • ward of dawn should not suppress supers upon entry would make it too strong. I say that and i'm a huge fan of bubble class what the hell is wrong with me.

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                                  • Subclasses are -blam!-ed hopefully Destiny 2 won't be like this.

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                                    • They fixed Viking funeral in the last update

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                                      • Edited by Apolo_Guardian: 7/29/2016 5:01:26 AM
                                        Agree with all except bubble suppression, garrison and shadestep.

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                                        • Man, a ward o dawn tha can suppress supers isn't reasonable, strikers, bladedancers, and any other supers that need to be close to hit would become useless. If you want to change the suppressor grenade, change the thing that makes them BOUNCE, yes, they hit the ground and then bounce wtf, i went right back to my magnetic grenade after i saw that weird bounce. All i want as a defender is a shield outside supers/melee, give us the juggernaut. Strikers will not miss that perk, they are busy shouldercharging ppl. Magnetic grenade are fine. Also buff the sunsinger. I remember a moment when i was leveling up my striker and use a fist of havok to kill a sunsinger, a moment after that was killed again in the same spot because the fist of havok shockwaves. That come-back-from-dead perk was pretty much useless and wasted. why would you comeback if is that easy to kill you?

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                                          • Titans don't need a buff, if anything a hunter and warlock need buffing in certain areas just to be balanced with the capability of a titan

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                                            • [quote]Titans seem to be getting a lot of flak right now so here's my thoughts Titans are the absolute worst to work with. Their mobility is their biggest issue, any smart opponent knows that the skate is rendered usless by strafing out of the way, especially with mida. That being said, I say buff what they do best, control traffic. Here's everything I believe would be resonable Warlock [spoiler]Sunsinger: viking funeral got hit too hard, I say revert the nerf, and increase solar nades damage by half Stormcaller: stormtrance must be aimed using the redicle now, pulse nade buffed to be as deadly as lighting nades, storm nade detonates just as quick but ticks faster so people will severely suffer for staying near it Voidwalker : Fix scatter nade bouncing bug, vortex nade increased damage by half, nothing mantacles rebuffed Warlocks melee: range remains the same, but the homing melee mechanic is replaced with a lunge melee. So they won't stay out of shotty range when hitting you[/spoiler] Titan [spoiler]Defender: Buff ward of dawn(now supresses anyone coming inside), increased damage of Supression nades, force barrier recharge speed, magnet nades buffed to be like fusion nades Striker, flashbang does more damaged and blinds for longer, shoulder charge hit detection fixed, Pulse nade does the same damage as a lighting nade now. Sunbreaker: termite nade now kills in two hits, and ticks slightly faster, sunspots overshield now is ass strong as force barrier. Sun spots Last longer and deal more damage, hammer tracking rebuffed. Garrison: rebuffed[/spoiler] Hunter [spoiler]Gunslinger: swarm nades range buffed slightly, tripmine rebuffed, throwing knives rebuffed and kill on a headshot when running incindeary knives, and gamblers dagger now makes knives fly in a straight line, chain of woe and accuracy buffs now trigger on kills instead of precision kills Bladedancer: I like the previous changes, missing a swing takes away less energy, rebuff blinkstrike range, Flux grenades buffed to be like fusion nades Nightstalker: smoke grenades now affected by grenade throw distance perks, (shadestep has 2 charges again, but does not negate tracking anymore but instead covers more ground and the animations plays faster). voidwall grenade increased width, vortex nade increased damage by half[/spoiler][/quote] I like this guy

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                                              • Warlocks and Hunters are bleeding and you think Titans need a buff?

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                                                • Edited by HevyEdge: 7/28/2016 6:43:47 PM
                                                  Ya'll got trolled :)

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                                                  • The thing with the pulse grenade is though is that it is a sphere not a cone, thus has more area of affect. My personal thought is that it be half way between what is now and light grenades. Because four pulse to kill gives to much time for the enemy to run away safely, so perhaps three would make them a bit more affective.

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