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Edited by Majora: 1/27/2016 6:19:49 PM
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The Ultimate Class Fixing Destiny Thread

[b][u]Just wanted to say Thank You to all you guys with kind words and smart changes. I'm glad we are all civilized with this topic.[/u][/b] In this thread let's discuss everything that we think needs changing in Destiny that is class related. Feel free to post what you think deserves to be fixed, and I'll possibly add it to the thread. [b][i][u]Note[/u][/i][/b] a lot of these are speculations on what we would like to see, so some of these changes might not have all the information on changes/consequences that we may not notice at first, that could be down right game breaking OP, if you notice something that wouldn't be right, please point it out. Please criticize as well, it is appreciated. [b][u]Edit 1)[/u][/b] Getting a lot of criticism from Voidwalker and Sunsinger changes. I'll have to change those. I'm seeing now that Charged Melees Activating on kill is a little excessive. Expect change with those. [b][u]Edit 2)[/u][/b] Thank you guys for the continued support here and there. ----------------------------------------------------------------------------- I'll start off with a few, changes maked with * or other symbols mean those were asked by the community and I agreed to list them. They are credited at the bottom. [b][u][i]Classes[/i][/u][/b] [u][b]Hunter[/b][/u] 》》[u]Gunslinger[/u]) ●Improve Swarm Grenades duration and damage slighty ●Deadeye? WTF so usless....needs to actually do something. Suggestions? Give Golden Gun a precision hit multiplier for extra damage for headshots?** ●Circle of Life is so trash, Make it so [u]First[/u] (and only first) throwing knife kill during super restores 25% of your super duration and refunds one shot**** [b][u]And/Or[/u][/b] Precision kills with a throwing knife during super regens health*** ●Slighty boost the overall damage of Golden Gun ensuring those kills and help with PvE□ ●Incendiary throwing knives now count as Solar Damage□ 》》[u]Bladedancer[/u]) ●Fix Arc Blade hit detection ●Restore Arc Bolts damage [b][u]OR[/u][/b] range to former glory, nerf to both was uncalled for**** ●Raise Arc Blade damage resistance to 52% instead of 50%. (Still one shot to GG/High impact snipers) or 51%** ●Increase Arc Blade Agility* ●Increase Arc Blade damage to help with both PvP and PvE□ 》》[u]Nightstalker[/u]) ●Make Shadowshot trigger suppression debuff a lot sooner (still not instant)((when not a direct hit)) ●Direct ShadowShot hits to targets triggers suppression instantly♧♧ ●ShadowShot tether disappears if the Nightstalker is killed◇ ●Slightly increase roll distance for Shadestep♧♧♧ [u][b]Warlock[/b][/u] 》》[u]Voidwalker[/u]) ●Improve Angry Magic Perk to be more effective to help bring attention away from Annihilate ●Restore Scatter grenade + Nothing Manacles to OG pre nerf ●Lance provides extra proximity detonation to help hit airborne targets*** ●Fix splash damage hit detection as on rare ocasions Nova Bombs seems to fail badly*** ●Overall Improve The Hunger perk to help bring attention away from Annihilate*** ●Slightly increase Axiom Bolt damage in the wake of a Firebolt nerf♡ ●Bring Nova Bomb super cooldown in line with Fist of Havoc cooldown. (Reducing Nova Bomb cooldown)♡♡ ●Nova Bomb no longer damages player□ 》》[u]Sunsinger[/u]) ●Reduce overall Firebolt + Touch of Flame + Viking Funeral damage 170 -> 155/150? ●Grenade burn burns faster to reduce the time you are getting hurt, unable to regen♧ ●In the wake of that nerf, Solar Grenades last longer. (Sunbreakers = EVEN longer duration) ●Scrap the Solar Wind perk and make it so that perk makes Scorch kills increase ability charge rates for all nearby allies?** ●Angel of Light grants a slight boost to accuracy** [u]or[/u] AoL has a chance to spawn orbs of Light for your teammates♡♡♡ ●Trickle no longer affects Radiance recharge rates□ ●Song of Flame now procs to all teammates withing a 20m radius instead of 10m□ ●When some explodes from Brimstone, all nearby targets affect by the explosion are ignited□ 》》[u]Stormcaller[/u]) ●Increase regular Stormtrance duration* (by about 2-3 seconds◇◇) ●Decrease Transcendence Stormtrance duration* (about 3-5 seconds◇◇) ●Activating Stormtrance w/ Transcendence buff uses up your grenade and melee charge♡♡ [u][b]Titan[/b][/u] 》》[u]Striker[/u]) ●Fix Shoulder Charge hit detection ●Improve Flashbang to stun a bit longer to help take all the attention away from Lightning Grenades 》》[u]Defender[/u]) ●Make Suppressor grenades detonate sooner then they do now (not on impact)* ●Increase Ward of Dawn strength to 3 Golden gun shots, 4-5 hammers, still 1 nova bomb, while making Shadowshot of 2 arrows effect it oppose to not affecting it at all now ●Spikes Grenades now slow targets in the AoE□ ●Suggestions for Iron Harvest?□ 》》[u]Sunbreaker[/u]) ●Fix Hit detection with hammers ●Raise damage resistance from 50% to 51% ●Restore normal hammer velocity and restore back to normal splash damage by [u]half[/u] of what it use to be w/ Forgemaster as this solely killed the subclass. (Still keep the shit tracking) ●Suncharge uses slightly less super energy, enough for maybe one extra charge in the end, to help take away attention off Forgemaster which...aka 7 big hammers instead of 5 smaller hammers◇◇◇ ●Fix Hit detection with Suncharge◇◇◇ [b][i]ALL[/i][/b] ●Fix charged melee hit detection ●Make so subclass exotics that grant a perk also grant the respective stat bonus. Expample, Striker perk Unstoppable also gives +2 Armour, but Eternal Warrior exotic that GRANTS Unstoppable [b]doesn't[/b] grant the +2 Armour. It should. This can be seen here https://youtu.be/fY8qkJjIdnQ ●Improve Voidwalker and Bladedancer Blink, not to former glory, but better then it is now, aka remain same cool down, actual blink increased speed* ●Fusion and Flux Grenades become [b][u]Exactly[/u][/b] the same except one is Solar and one is Arc. Period** ●All changes to a ability under a certain subclass that more then one subclass has changes for all sublcasses. (Like Spike Grenades for instance, are under Defender yet change for Nightstalker as well) Thanks for reading, would love the opinions of the community. Thanks to my fellow Canadian friend [b][u]Dahminus[/u][/b] for the YouTube clip. ----------------------------------------------------------------------------- *Thank you to [b]MachineGunAbuser[/b] for their Input. **Thank you to [b]beeshaa[/b] for their input. ***Thank you to [b]lightarc1205[/b] for their input. ****Thank you to [b]the phoenix362[/b] for their input. ◇Thank you to [b]swagjuice987[/b] for their input. ◇◇Thank you to [b]dngodsell[/b] for their input. ◇◇◇Thank you to [b]Yoda[/b] for their input. ♡Thank you to [b]NinjahGoose[/b] for their input. ♡♡Thank you to [b]Kirby235711[/b] for their input. ♡♡♡Thank you to [b]Squintore[/b] for their input. ♧Thank you to [b]Ghost 9o5[/b] for their input. ♧♧Thank you to [b]Altair 202[/b] for their input. ♧♧♧Thank you to [b]PoneZec[/b] for their input. □Thank you to [b]BerserkOne[/b] for their input.

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  • Shoulder charge damage nerf, one shot is too much

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    • Very nice tread man, great job!

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      • Bump

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      • Reading through the comments, I can see that few people even care about Titans :( #titanlivesmattertoo

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        • Edited by Infrared Ink: 1/22/2016 3:12:42 AM
          -Defenders are fine. -Strikers are fine. -Sunbreaker's Hammer of Sol Tracking perk needs to be restored to original state. -Voidwalker's are fine. Although I believe they should restore Nothing Manacles tracking back to its original state with the tracking on Scatter Grenades. -Sunsinger's is a tricky one. I think they should just increase detonation time on the Firebolt Grenades and keep everything else the same. They use up two perks for the disgusting fire damage so it would make sense if it was powerful. -Stormcallers are fine. -Gunslingers Circle of life should be looked at. I think that when you get a precision kill with your throwing knife while your Super is active, your super bar will freeze for about 3-5 seconds while you continue to roam and hunt. -Bladedancers are fine. People should just educate themselves to the point where they realize that it's a STEALTH Class. -Nightstalkers are fine. [spoiler]Only my opinion[/spoiler]

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          • I like most everything except warlock melees activating on kill. Also if they buffed titan melee range they should be able to nerf warlock's. Because as it stands now in a 1v1 melee only fight sunsinger wins all else equal. There should be no best melee class. Also find a way to make flame shield not the only option in the sunsinger melee. Maybe move the armor stat buff to radiant skin to make fireborn also not feel like the only option. And just a general glitch thing, can we make it so you cannot glitch out axion bolt damage. If you slide at the right time, then axion bolt only does 2 damage instead of the 110+2 that is intended.

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            • bumpity bump bump

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            • No. The classes are fine the way they are. perhaps just fix the hit detection on all supers across the board. And fix the shade step glitch.

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            • Defenses of classes dont really need to be changed. Id love to say nerf stormcaller defense but its balanced. Arc blade agility is fine as it is. Nova bomb SHOULD still damage the player. Night stalker's "Keen Scout" perk should only slightly increase the speed of Shadowshot cast. And if you have Shade step without thr graviton forfeit, its speed and distance is increased.

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            • I think Ward of Dawn should have a small chance to reflect damage back to the attacker, or cause an explosion that damages(or stuns or staggers or blinds) all enemies near it should it get destroyed. I like the idea of enemies getting shoved out upon activation. Maybe hit them with a movement speed reduction of some sort?

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              • You've clearly gotten some advice from someone who wants to see Warlocks become unplayable. Sunsingers are currently underperforming in PvP (according to Bungie, not me) so nerfing their best offensive options is a terrible idea. As well, making Energy Drain and Scorch trigger only on kill makes no sense to anyone who understands what those abilities do. As you might have guessed, I hate nerf posts. In most games you reach a point in your character development where you start to feel like a real champion, but in Destiny we are prohibited from ever getting there because too many whiners pitch a fit every time they lose an exchange to anything other than a bland, standardized primary weapon. Don't nerf anything! Do, however, buff some things. In particular there are numerous talents in the game that just aren't that good and a couple of abilities that are great in limited circumstances but in general not so much. The following list of proposed buffs is aimed at addressing those talents and abilities, leaving the more powerful builds at their current levels while providing new alternatives for players to choose that don't compromise their effectiveness. Feedback is, of course, welcome. Voidwalker: >Nova Bomb detonations in close proximity to the caster will no longer cause damage to the caster. >The Nova Bomb casting animation will be less prone to drifting when the Lance talent is active. >To alleviate confusion, the buff provided by the Energy Drain melee ability has been renamed Syphon. The cooldown reduction provided by this buff has been increased. >Super energy gained from the Soul Rip talent has been increased to be on par with the new value for the Striker's Amplify talent. >In addition to its current effect Angry Magic now causes targets struck directly by Nova Bomb to receive 50% additional damage from all sources for a short duration. >The agility bonus previously provided by Annihilate is now provided by Vortex Mastery. Sunsinger: >The base cooldown rate for abilities while Radiance is active has been improved. The maximum rates have not changed. This makes Radiance somewhat less dependant on strength and discipline scores. >Ability cooldowns affected by Radiance and Song of Flame will ignore the Trickle modifier for as long as those effects are applied. >The Song of Flame talent will now affect allied players within a 50m radius, increased from 10m. >In addition to its current effect the Song of Flame talent will now cause the melee ability and grenade kills of the Sunsinger and all allies to immediately begin health regeneration. This effect has a three second cooldown for each team member. >In addition to its current effect the Solar Wind talent now extends the range of the Scorch melee. Enemies pushed by Solar Wind will be staggered. >In addition to its current effect the Brimstone talent now causes enemies to receive the full burn damage from Scorch immediately. Enemies damaged by the Brimstone explosion are ignited. >The Sunburst talent now applies to grenade kills as well as those of the Scorch melee. >In addition to its current effect the Angel of Light talent now increases movement speed while using Glide. Gunslinger: >The base damage of Golden Gun has been increased. The damage drop-off over range has also been increased to compensate. >In addition to its current effect the Deadeye talent now enables precision damage for Golden Gun on all targets. >The cooldown reduction provided by Gunfighter has been increased. This will be most noticeable when killing minions of the Darkness. In addition, this talent now causes Golden Gun to ready instantly. >The Circle of Life talent has been altered. Kills with Throwing Knife while Golden Gun is active reset the duration of Golden Gun and provide bonus damage for subsequent shots. >Throwing Knife will now deal Solar damage whenever the Incendiary Blade talent is active. >The cooldown reduction provided by Scavenger has been increased. Bladedancer: >All player movement will be significantly increased while Arc Blade is active. Activating Arc Blade will no longer cancel stealth. >The base damage of Arc Blade has been increased. Striking an enemy with Arc Blade now has a very high chance of staggering the target. >Pressing the aiming trigger while Arc Blade is active will now guard against incoming damage. Unlike with the swords, this guard functions independent of elemental damage types. >Targets damaged by the Showstopper attack will be rendered temporarily blind. >Blink Strike will now, within the confines of the lunge distance of the attack, attempt to position the caster behind the target. >In addition to its current effects the Fleetfooted talent now removes any cooldown for sprinting. This talent will now provide two additional points of agility instead of one. Striker: >Damage resistance gained while activating Fist of Havok now remains for a period of three seconds after impact. >The Transfusion talent now also applies to kills with Fist of Havoc. >The base damage of Shoulder Charge has been slightly increased. Enemies struck by Shoulder Charge will be knocked backward. Defender: >Enemies caught within the radius of the Ward of Dawn at the moment it is deployed will now be pushed out of the Ward and staggered. They will not receive damage. >In addition to its current effect Armor of Light now grants significant bonus recovery while the buff is applied. >In addition to its current effect the Iron Harvest talent will grant a small amount of heavy ammo upon activation of Ward of Dawn. General: >Hit detection for several abilities has been updated. >The suppression effect will now more reliably affect targets using certain super abilities. >Targets damaged by a Spike Grenade suffer reduced movement speed. >The Double Jump ability used by Hunters now receives enhanced height based on the Hunter’s agility score. The previous height is comparable to an agility score of 5, the minimum for Hunters. >Agility now produces a more profound effect on base movement speed. This will be particularly noticeable with high agility stat profiles.

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                • I like everyone's input in the OP's post. I do have a question about Sunsingers. Should the Warlock still get a shield when he/she hits an enemy, or should it be changed to only if it kills?

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                  • For Circle of Life maybe over shield for precision kills with knife to finally get GG to bring armor? It would have to be renamed. And if Flux grenade is an arc fusion grenade, then would magnetic grenade be buffed to be a void version? I like the 3 shot to take down Defender bubble. Always thought that was kinda unfair while many Hunter's thought okay. Good work but long duration Stormtrances are a problem. Even worse with a buff to it? Unless there was a strategy to it I missed.

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                  • I think remove Circle of Life entirely, I've maimed a Gunslinger since day one and have [b]never[/b] used the perk for its original purpose purely for the armour. Maybe [i]Increase the range you can throw knifes would be cool and add agility[/i]? Thoughts ?

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                  • Edited by Hoosier D. Addey: 1/23/2016 10:50:39 PM
                    ---HUNTERS--- Gunslinger You are right about circle of life, it was garbage day one. If anything it should be given to celestial nighthawk as a secondary passive perk and, in turn, replace that perk spot in the subclass with a perk that charges a significantly larger portion of the supercharge if you kill someone with a knife. Alternatively, have the throwing knife do Significantly more damage (1.5X/1.75X/2X maybe?[does not count towards a kill with the super]) when the super is active. This would be a secondary effect to "Circle of Life". Being Killed when activating Golden Gun at ANY Point before you are able to shoot DOES NOT F***ING TAKE AWAY THE SUPER (Same general fix for any other subclasses with this type of problem. It's Bullsh!t.) Over the Horizon should be a base part of the super minus the stat boost and add another ability such as kills with the throwing knife to charge a significantly larger portion of the supercharge (a previous example). My reasoning for this is it's not like we can snipe with Golden Gun unless we have the AT/S Arachnid exotic. Even with the "Dead Eye" perk, Golden Gun only gains a smaller hipfire reticle. {{{That I Have Noticed - I Could Be Wrong}}} AT/S Arachnid should have its current perk compiled with Dead Eye and Over the Horizon (only if Over the Horizon does not become part of the base super) and then brought into year two ***IF*** it doesn't still suck. Dead Eye (if kept in the subclass supposing AT/S Arachnid still sucks) should have extra orb of light generation upon critical kills and bonus damage toward other guardian supers if critically hit. {Critical hits on normal players do not do extra damage but only generate orbs of light; Critical Hits on other players that are casting their super (Nova Bomb/Fist of Havoc/Shadow Shot) or that are in their super (Blade Dancer/Sun Breaker/Sunsinger/Stormcaller) Does 1.5X-2X damage. (More of a counter/alternative for being the only super without a Defense buff while the super is active.) Critical kills on other players using their supers grant 2 bonus orbs, "critical" kills on players out of their super grant one bonus orb. Effects of Dead Eye carried over to PvE: enemies without shields killed with headshots produce one extra orb of light, enemies with shields take 1.5X critical damage and critical kills produce two orbs. Major/Ultra enemies without shields take 1.5X critical damage generate two orbs upon critical kill, Major/ultra enemies with Shields Take double critical damage. Bosses with AND without shields take double critical damage. {[Mechanics of this feature: if a reticle is lined up over a target's critical spot, the shot will do bonus damage supposing the target is warranted to take bonus damage, if key hole is active, the shot will do the same bonus damage rate to any other targets behind the primary target, regardless of whether or not they were critically hit.]} *******Adjust Bonus Damage Accordingly/////Most Of The Listed Bonus Damage Rates Listed Are Just For The Representation Of The Idea******* ---WARLOCKS--- Voidwalker doesn't need a faster supercharge rate. As a warlock, I sucked in PVP and got 4 supers a Game easily, I main a hunter and I am pretty decent most of the time, and I can barely get two supers in a game, Three IF I am destroying the other team and everybody else on my team is doing poorly. Ever since Mercy rule was implemented, I rarely see Three of my own supers in a single game as a hunter. Everything else you have listed I can agree with, within reason.

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                    • [spoiler][quote]bump[/quote][/spoiler]

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                      • I have a post that I've been working on and updating for quite a while now. It's very similar to this post, but it's a bit more extensive than yours. A lot of our ideas were very similar, but I think that we could both improve our posts with ideas from each other. https://www.bungie.net/en/Forum/Post/187124655/0/0

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                        • I never got the purpose of circle of life in PvP. Throwing knives can't one shot, what are you supposed to do? Get them weak with golden gun?

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                          • Bump

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                          • Song of flame should provide extra damage to allies so warlocks are viable in raids. It should be song of flame + tether + WoL= most damage. All three classes coming together

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                            • Deadeye is great, change circle of life so throwing knives regen super energy like amplify

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                              • Kinda already did something like this, https://www.bungie.net/ru/Forum/Post/175264860/1/0 But I mean, power to you. Bungie won't implement a bit of it, but hey.

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                                • A couple of ideas... Gunslinger circle of life- all TK kills greatly reduce cooldown of GG. for a short time after GG is completed, you grenades and TK can be spammed and will not be used up. about 3s maybe? Bladedancer- what if they had some form of upgrade that would let them run at about 20 agility (max is 10 I think) for a few seconds upon BD activation? could replace the upgrade that lets you slide farther or the upgrade that lets you switch weapons faster... Voidwalkers- Angry magic could make it bounce and explode on the first and second impacts, along with tracking. Loving this post, keep it up everyone :)

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                                  • Edited by KingMulti17: 1/22/2016 3:04:45 PM
                                    Sunsinger ability: Fireborn When prompted you should be able to use your super on a team mate that woulf otherwise be unrevivable. Such as a HM raid. And make it so it could violate the revive timer of a activity (Nightfall, Normal mode). That whole "sunsinger is a crutch" thing needs to die Nova Bomb damage buff against AI combatants GG damage buff against AI combatants. And i mean a HUGE damage buff. Not being able to one shot a shielded enemy with the power of a collapsing star is pretty dumb

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                                    • Thought everything was pretty good except warlocks do NOT need longer supers (in pvp at least). They last half the match. Also I was under the impression all supers have the same charge rate?

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                                      • Edited by echoblammo: 1/22/2016 2:29:44 PM
                                        Hell for CIrcle of Life just trash the idea completely. Who wants to use Throwing Knife during GG? You don't. You want to use GG. I'd say GG shots make a Sunspot on Impact, Miss or hit, and the perk could be called Molten Fury or something. Also Defender Bubble should either be Invincible or Able to be shot through, because right now, its just not intimidating. It can easily be countered, it really isn't all THAT strong, and is much harder to use tactically than any other super right now.

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