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#feedback

Edited by HyperVigiIant: 7/27/2016 4:51:32 AM
2

Jon Weisnewski (Let's Role-Play!)

You (the reader) are now Jon Weisnewski. What changes are you going to make? I'll start it off: Slightly increasing the maximum handcannon range, the highest ranged handcannon will now match the range of the high rate of fire pulse rifle archetype; making the recoil direction of all handcannons more (but not 100%) vertical; slightly increasing the damage and range of low rate of fire auto rifles; moderately increasing the stability and reducing the damage fall-off of the Touch of Malice; slightly increasing the bullet magnetism of The Inward Lamp; slightly increasing the body damage of low rate of fire pulse rifles and medium rate of fire auto rifles; moderately increasing the rate of fire of low impact shotguns' and slightly increasing their ammo capacity. Your turn! A lot of people are unsatisfied with the Kings Fall raid weapons. What would you do to make them better? What else would you tune? Edit: BerserkOne implemented some cool completely new moves for subclasses. What could [b]you[/b] bring to the table? [spoiler]Don't let the fear of ridicule put you off from giving an opinion. Use the mute/report button if necessary![/spoiler]

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  • Okay. This sounds like it might fun and interesting. Here goes: "In order to expand the depth of the game's classes and better differentiate between subclasses, we are adding an additional 'free' ability to each subclass. This ability will be available whenever the subclass is selected, regardless (in most cases) of talent selection. In some cases we are moving an ability from the current talent grid, and in others the ability will be something entirely new. Strikers: -The Striker default ability is Shoulder Charge. -Replacing Shoulder Charge on the talent grid is Battering Ram. This talent adds a knock back effect to Shoulder Charge. -The Juggernaut talent will prevent Shoulder Charge from activating. The talent description has been updated to reflect that it replaces Shoulder Charge when selected. Defenders: -The Defender default ability is Shield Overload. Quickly tab crouch twice to activate a period of extreme damage resistance for up to three seconds. You cannot move or shoot while this effect is activated. Pressing crouch again will end the effect. When the effect ends, the Defender is stripped of any remaining shields. Sunbreakers: -The Sunbreaker default ability is Berserker. Gain the berserk state after crouching in place for a short time. While berserk, flinching is greatly reduced and your melee attacks have a very high chance to stagger targets. Gunslingers: -The Gunslinger default ability is Reaping Wind. Quickly tap crouch twice to summon an ominous wind around the Gunslinger. Enemies touched by the wind receive increased precision damage from the Gunslinger's attacks for a short time. Bladedancers: -The Bladedancer default ability is Stalker. -Replacing Stalker on the talent grid is Assassin. Blink Strike and Arc Blade deal bonus damage when attacking while cloaked. Nightstalkers: -The Nightstalker default ability is Shadestep. -Replacing Shadestep on the talent grid is Wraith. Gain an extra Smoke charge. -Graviton Forfeit now doubles the distance covered when using Shadestep. Voidwalkers: -The Voidwalker default ability is Soul Body. Quickly tap crouch twice to create an illusory duplicate. The duplicate sprints forward in the direction the Voidwalker is facing. It cannot be damaged, but will reveal its nature when attacked. Sunsingers: -The Sunsinger default ability is Angel of Light. -Replacing Angel of Light on the talent grid is Wing Bound. Quickly tap crouch twice while Gliding to gain a short burst of upward momentum. Stormcallers: -The Stormcaller default ability is Ion Burst. Quickly tap crouch twice to release a burst of Arc energy that deals moderate damage to all nearby targets. Alright, Guardians. Show us what you can do." And there you have it. Jon Weisnewski has spoken!

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    • We have a sidarm wizard here at bungie, it needs a nerf

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