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Edited by NPeraAz: 2/10/2016 9:43:48 PM
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[quote] [b]nightfall[/b] -return weekly XP buff -return elemental burns to their 300% damage (previously 200) -all rewards drop at 310 -return all year 1 strikes to the rotation -feature an elemental burn every week (that's what half of our armor perks are for) [/quote] -Don't bring back the bonus XP, that forced me to play Nightfalls on Tuesday. Now I play them on Sunday. Just bring back the visual glow. -Do not return elemental burns to 300%, that's just easy mode for the scrubs. -all rewards should drop at 300-310, but the LL of enemies should be raised to 305. It should have started at 290 in September with rewards at 285-295; and then range should have risen five points every few months. -return year one strikes to the rotation. (but fix the big sniper perches) -meh on elemental burn, it usually makes the strike easier but can be fun every once in awhile. --have a distinct set of modifiers each week, but have the strike location be random every time you start a match. Scrub don't like it, scrub can go to orbit and "roll again". [quote] [b]strike playlist[/b] -return all year 1 strikes to the rotation -increase drop rate of strike specific gear -increase drop rate of strange coins in post game rewards -upgrade omnigul and the last surviving flayer to ultra (for 3oC use) [/quote] Yeah [quote] [b]daily heroic story[/b] -add a random modifier, as it was in year 1 [/quote] Yeah [quote] [b]raid[/b] -Add 2 level 42 difficulties for crota's end and vault of glass -normal = light 290; starts 280, progresses to 300; drops 300 rewards -hard = light 310; starts 300, progresses to 320; drops 310 rewards [/quote] Yeah [quote] [b]prison of elders[/b] -add 3 level 42 difficulties for the endgame POE rotation -light 280; drops armor core -light 300; drops weapon core and etheric light -light 320 - skolas's revenge; drops weapon core, armor core and etheric light -one weapon and armor per week from variks; drops at 310; judgements chance drops random 310 item -300 class items available for purchase with etheric light [/quote] Yeah [quote] [b]Infusion/Ascension/Economies[/b] -regardless of whether legendary or exotic, a piece of gear will fully infuse if it is within 8 points of the gear being dismantled (previously 5 for legendary, 4 for exotic). This makes weapon leveing less grindy, and [b]doesn't punish players for using exotics[/b]. -applying etheric light to a year 1 weapon/gear will ascend it to 220 (level 40 required). From there, it can be infused. -Alternatively, legendary gear can receive a +5 boost with the input of 7 moldering shards; exotic gear can receive a +5 boost wit the input of an exotic shard -to supplement: ascendant and radiant materials can be traded for moldering shards (10 for 1) -to supplement: exotic shards are to be sold by Xur for 7 strange coins -speaking of strange coins, guarantee 5 strange coins from each of the first 3 heroic strikes completed each week (5 instead of three because heroic strikes account wide, not character specific anymore) -raise the cap on legendary marks to 400 -award 20 legendary marks for completing the weekly nightfall strike -heavy ammo packs sold by Xur now contain 5 sythesis [/quote] Yeah. Would also advocate for some way to break a legendary into +1 light level token. You then choose to lose the parts/marks but get a guaranteed +1 LL. [quote] [b]Weapons[/b] [b]balance[/b] -revert all weapons back to their pre-1.1.1 state. -make necessary changes accordingly. [i]psst.most of your changes were completely unnecessary[/i] -any functionality fixes are to exist in their current state. -final round and LiTC for snipers are to exist in their current state. -a couple necessary changes include: -the pulse rifle buff introduced in 1.1.1 -the shotgun PVE buff introduced in 1.1.1 -For -blam!-s sake, keep pvp and pve changes separate. We know you're capable of doing it; you've done it with shotguns, fusions, scouts, and pulse rifles. So there is no excuse for ruining pve in the name of sloppy pvp balance. -there are more solutions to weapon balance than nerfing everything. If something is used "too much", see what you can do about making other weapon classes more interesting, because 9 times out of 10, people are only using something too much because everything else sucks. Everybody used hand cannons because you nerfed auto rifles, everybody used pulse rifles because you nerfed hand cannons, now everybody uses scout rifles because you nerfed every other weapon class into an unwaranted grave. [/quote] I really like the current TTK rate, so I disagree with the general premises. There is no reason to throw out current balance, you just need to stop overreacting with the nerfs. Last patch you didn't adjust pulse rifles you killed them. Previous patch you didn't adjust Hand Cannons you killed them. If you think you need to do A, B, and C to fix something do A, and then do B next month, and then maybe to C after that. That's the beauty of a monthly balance pass, you don't have to do it all at once. Don't do A, B, C, and thrown in D "just in case" every patch. [quote] [b]elemental primaries[/b] -make elemental primaries a thing again. -the elemental system in destiny is simple and very pointless. You took an already dull elemental system and made even more so by taking away elemental primaries. Your excuse for that? "We don't want people chasing a gun just for its damage color." [i]psst. If you give me a scout rifle with arc damage, third eye, and zen moment: yeah, obviously I'll care more about the damage color.[/i] That shouldn't tell you anything about how players think, but rather it should tell you how shitty your guns are. Do you really think people chased fatebringer for its arc damage? No. They chased it because it was powerful and fun to use. But in the same motion as taking away "damage colors (lol)", you made most weapons useless piles of shit. [/quote] Elemental Primaries were supposed to make you feel like a god until they introduced the next tier of content. You get them late in the cycle, and they were awesome until they were outleveled. Then you worked to get the next tier of elementals. I don't think that works with the current infusion / slow content cycle thing they have going on right now. They ran into this with HOW, everyone was overpowered for the content within weeks because they just buffed up their older overpowered stuff instead of going through the cycle. This speaks to a larger problem where Bungie is unable to offer people a real sense of progression ATM. But "bring back elemental primaries" isn't a fix to that. It will feel good for a month as you will have "progressed", but they still don't have anywhere for you to go from there. [quote] [b]Crucible[/b] -bring all year 1 maps in rotation -feature a mayhem playlist every week -what happened to the big maps? [/quote] Yeah Shotgun issues be damned, you nerfed those things into the ground for a reason. Right? [quote] [b]PRIVATE MATCHES[/b] -I know this is something the devs know we want, but honestly there is no reason it shouldn't have been in the game at launch. Pretty please. [/quote] Yeah
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