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Edited by Wiki-GT11: 10/20/2016 10:57:25 PM
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SUNSINGERS UNITE - Bungie please Listen - Buffs For Support, tweaks, general Fixes, Silimar nerfing ETC.

EDIT 1: Keep it coming guys, post your feedback, Hope Bungie see this. EDIT 2: Yeah I know pushing like a Phalanx Shileld is too much, what I'm trying to say is that Solar Wind does need to push a bit harder. EDIT 3: It seems a 20 m aura is too much, reducing it to a Radius of 11 m. EDIT 4: I understand some of these buffs are too much, and might even be OP, my purpose is to share ideas, generate feedback and raise awareness about Sunsingers. Thank you all. [b]The purpose[/b] of this post is generate a much needed awareness about Sunsingers, It's fine if you don't agree. Buffs are subject to change. BUNGIE I know you've read this at least once, do your best would you? Thanks, from a Veteran Warlock. [b][u]BUFFS[/u][/b] [b]-Radiance general changes[/b] 1. Radiance now inherently affects your allies. 2. [b]Song of Flame[/b] (Abilities cooldown for your allies) [b]becomes intrinsic to Radiance[/b] 3. [b]You[/b] and your [b]allies[/b] under the effect of Radiance [b]receive a 50% boost to recovery and +5 Agility.[/b] 4. Radiance now has a [b]visible AOE dome to encourage players rally together and let them know where the Sunsinger is, so they can recharge their buffs.[/b] 5. The [b]AOE[/b] dome will have a [b]radius of 11 meters.[/b] 6. Players can pass through the AOE to regain their buffs, just like Ward of Dawn. 7. Further details; *For you, the Sunsinger, [b]Radiance will now recharge Grenades and Melees as if you had Tier 5 Stats.[/b] This is, no more inconvenience for having poor Discipline and Strength Stats, you’ll always get the most out Radiance. [b]Thus the new Radiance would read “Fill [i]yourself[/i] and your [i]allies[/i] with solar light, [i]dramatically increasing the effectiveness of your abilities, recovery and agility[/i].”[/b] [b]-Song of Flame 2.0[/b] 8. With the new SoF, you and your allies’ [b]weapons will constantly replenish ammo from existing reserves, no need to reload. Really good buff for Boss DPS.[/b] [b]-Flameshield[/b] 9. Revert the nerf on recharge time. It takes 33% more time than average melees. [b]-Solar Wind[/b] 10. It will now push harder, 1/3 of Phalanx Shield strength. Something considerable to justify the perk. [b]-Brimstone[/b] 11. Enemies damaged by Brimstone explosion will ignite. [b]-Sunburst[/b] 12. In addition to Orb generation on melee kills, all [b]orbs generated by the Sunsinger will recharge Grenade and Melee abilities for your Allies on pick up.[/b] [b]-Firebolts[/b] 13. Revert the nerfs on Range and arming time. [b]-Angel of Light[/b] 14. [b]Provides “Icarus” for all weapons. Under Radiance Angel of Light allows for extensive, faster Gliding[/b] to have some much needed mobility around the map. I need to point this out; Memory of Silimar is a [b]DIRECT NERF[/b] on Sunsingers, I'm having [b]players living through 2 of my firebolts with Burn when they should've died, just to give you an Idea of how messed up this is[/b]. [b]Bungie you give us this artifact as if OG Viking Funeral and Y1 Thorn were still around, don’t you see Sunsingers are biting the dust in PVP? C'mon guys![/b]
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  • Edited by BlueStar7217: 10/21/2016 3:23:38 AM
    Half of you don't even realize how awful of a position Sunsinger is in right now. Cut your salt intake for a bit a read a bit of this... -The entire point of the class is to have good non-Super abilities to make up for the unconventional Super. The Super itself really does nothing other than enhance those abilities, make them charge faster, and adds a small damage resistance. [i]This is why Flame Shield is fair as an on-hit ability, and Firebolts were relatively balanced (if not a tad bit too powerful with Ignite builds). The respective nerfs to those abilities made them incredibly inconsistent. The Silimar artifact was also a direct nerf to Ignite builds in PvP.[/i] -Solar Grenades have a small radius compared to most AoE grenades, and PvP players also routinely run through them and survive. It's area denial utility is awful. -List of completely useless perks: Solar Wind & Brimstone for Scorch melee, Sunburst, Angel of Light -[i]Heart of the Praxic Fire's effect only enables one extra grenade to be tossed during Radiance, and no additional Scorch charges are provided.[/i] [b][u]Radiance is a joke in PvE.[/u][/b] -Song of Flame is borderline useless. Even if you manage to rally your teammates behind you, nobody uses Abilities for damage phases (except for Ward of Dawn and Shadowshot) as guns deal way more damage overall. -Radiance + Touch of Flame + Viking Funeral requires you to spam abilities at the expense of not firing your gun (e.g. less Sleeper shots, less Spindle shots, less Sword attacks, less Gjally rounds) just to grant your teammates +15% damage each. Assuming a team of 6, your 5 teammates will be boosted for a +75% damage contribution, with a handful of grenades for minor damage (and remember, Radiance Grenades CANNOT be thrown at the same rate as guns fire OR deal Precision Damage, especially for bosses like Golgoroth). [i]Except under extremely ideal circumstances, you'd be better off firing a gun for a literal +100% contribution.[/i] All the same, it requires significant perk investment. -Fireborn is a crutch. (Granted, it is useful for more solo- and freelance-friendly activities) [b][u]Radiance is a joke in PvP.[/u][/b] -Everyone challenges it in PvP; all you need is a shotgun *coughmatador&partycrashercough* and maybe a melee. Or any grenade that can stick and a sneeze in their direction to finish them off. Or a Sniper headshot. Or Heavy ammo. Or a Shoulder Charge. Or literally any Super. -[i][u]Neither a Radiance-enhanced Fusion Grenade or Scorch attack can OHK another player in Super, while almost every other Super can OHK the player using Radiance.[/u] (Obvious exception is Ward of Dawn, which Sunsingers can't reliably challenge anyway regardless of Weapons/Blessing/Armor)[/i]

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