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#feedback

Edited by Kuzdal2: 4/1/2015 5:55:23 AM
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Personal Ideas for Destiny Improvement

[b]Exotic Weapon Ideas:[/b] 1) Changes to current exotics: No Land Beyond - The weapon seems to be based off of a WWII anti-tank rifle. As such I feel in order to improve the weapon to better fit it's ideas, by default or by The Master, the gun should receive over penetration, in addition the additional precision damage should be a massive increase, such as 500%-1000%, truly making it a "Tank Buster" weapon. Lastly the NLB is plagued with small and buggy ammo supply, as a primary weapon it's ammo pool should be increased and fixed. Dragon's Breath - Instead of the "Pyromancer" perk spawning a solar grenade on detonation, I think that since the weapon description is "Burn the World. Burn it All." The weapon should instead ignite all enemies caught in the blast radius with burn damage, this should be the strongest burn in the game, exceeding thorn, incendiary grenade, and the sunsinger DoTs. This would better fit the weapon description and also improve the PvE play of the weapon, as NPCs can't walk out of being burned like they can with the solar grenade. SUROS Regime - Make focused fire toggle like with Abyss Defiant. Thorn - Reduce stability and magazine to launch quantities while retaining the reload speed buff. Red Death - Reduce rate of fire to launch quantity. The Last Word - Change fan-fire to only trigger when hipfiring. This would quell complaints of being high fire rate, high impact, and accurate. In addition when ADS the fan-fire animation just doesn't feel right. (This idea is mostly the aesthetic, I don't care much about OP complaints about it.) 2) Future exotic Ideas: Rocket launchers Placeholder Name - Void damage, perks would be proximity detonation and the signature perk would be to spawn a "black hole" that draws in enemies into a DoT field similar to Nova Bomb's vortex. Placeholder Name - Arc Damage, maximum velocity, low blast radius. Instead of a rocket, shoots a lightning bolt that deals moderate damage at impact and then chains lightning to all nearby enemies. Hand Cannons Placeholder Name - set of dual hand cannons, initial perk: No ADS, first perk: Hipfire, signature perk: instant reload on precision kills and temporary increased accuracy for every kill. This gun would allow for a true gunslinger feel, rewarding hipfire headshots with an instant reload, and if you manage to chain kills you could stack to amazing accuracy, additionally rewarding a skilled hand. [b]Class Ability Suggestions:[/b] Titan: Instead of catapult as the final ability in the jump tree, I think that the perk could swap your jump for something different, similar to blink for the other classes. My idea would be to make the final perk a "Thruster Boost" similar to the Halo 4 thruster pack ability, allowing the titan to quickly boost a short distance in any direction, basically where the entire lift force was all used at once for a single burst instead of a steady lifting force. This would give Titans some degree of mobility to counter the lack of blink. In addition, give the thruster boost a cool down of ~5 seconds, limiting its use for balance needs. [b]Element system change: [/b] Make 3 tiers of damage to shield based on element typing. For the correct damage type, deal the current damage boost For kinetic damage type, do normal damage to shield For an incorrect element, e.g. void damage against an arc shield, incur a damage penalty This would give a use to kinetic primary weapons, as well as add a more strategic element to weapon selection for PvE. [b]Weapon Balance Suggestions:[/b] 1) Remove critical multiplier from auto rifles, in compensation boost base damage. I feel that ideally, an auto rifle should always win a gunfight against another weapon type if both shooters aim for the body, but should always lose if both shooters aim for the head. Additionally, improve base hipfire accuracy to auto rifles and reduce the stability of the weapon class, removing the "cross map kills" with auto rifles but powering them up to be a close to mid range killer. 2) Reduce the range of all hand cannons and reduce long range stability. I personally feel that for weapon balance, the hand cannon should win in all engagement in which the user hits all headshots, and also beat every weapon except the auto rifle in a body shot battle. The trade off the making them dominant would be to given them large damage drop off and poor stability at longer ranges, so as to be unable to compete with scout rifles at longer ranges. 3) Balance scouts and pulses so that in pure headshots, scouts come on top by a small margin, but in pure body shots pulse rifles come on top by a small margin. The summarized idea for my ideal primary weapon balance would be in order from fastest TTK to slowest TTK: No precision damage: 1) Auto Rifle 2) Hand Cannon 3) Pulse Rifle 4) Scout Rifle All precision shots 1) Hand Cannon 2) Scout Rifle 3) Pulse Rifle 4) Auto Rifle To balance Hand Cannon dominance significantly reduce range and stability to make them a more close to mid range precision weapon. [b]Crucible Suggestions:[/b] 1) Reduce amount of Special Ammo. My idea for this is to make the user always spawn with 0 special ammo, and it can only be obtained from killing other players with special ammo or from boxes. In addition reduce the spawn rate of special ammo crates by a small margin. 2) Rotate more than 2-3 playlists each week. Make at least one inferno game type every week. In addition add some other game types such as objective based ones, such as CTF. 3) New Game Mode Idea: A Juggernaut type game where the "Juggernaut" gets one of the raid relics, currently the Aegis or Sword, while the rest of the lobby fights to become the juggernaut. In addition to more variability and fun, this game mode could introduce new or shy players to using the relics, improving the quality and quantity of players capable of using the raid relics. [b]Weekly Suggestions:[/b] 1) Make the weekly heroic and nightfall two different strikes, when playing 3 characters people can get sick of whatever strike is the weekly/nightfall for that week due to overplaying the strike that week. 2) New modifiers would be an interesting twist to gameplay. 3) Allow the selection of some modifiers in story missions and maybe offer bonus experience or rewards for replaying missions with more difficulty modifiers active. 4) Not sure if intended, but the Daily Story Mission completion experience does not apply to weapons, either way I feel that it should apply to weapons, not just armor. That's all. Sorry for the wall of text. Thank you for taking the time to read this. Feel free to post any questions, comments or concerns involving the topic or my personal ideas.

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