Alright, not delaying this one.
[b][i][u]Activities and Quality of Life:[/u][/i][/b]
Added a "Legacy Nightfall" with the original Nightfall modifier at 2 difficulties, light 170 (open to non-TTK owners) and light 390. This Nightfall offers better rewards and the fiery head.
SRL now returns on a more regular basis.
Added remastered versions of VoG and Crota's End, each of which are accessible after a short storyline (to give context, VoG now has SIVA-fied Vex, CE now has Taken).
Grimoir is now in-game
There is now a radio option to listen to the soundtrack in-game
Added auto dismantle for green equipment (not blues because they [i]can[/i] be somewhat useful).
The Postmaster will no longer carry greens, legendaries and exotics can only be pushed out of the postmaster by other legendaries and exotics.
[b][u][i]Weapons:[/i][/u][/b]
[b][i]Autos:[/i][/b]
High impact: increased damage (falloff range remains the same).
[b][i]Pulses:[/i][/b]
High Impact: slightly decreased recoil
Low and Lowest Impact: changed falloff range to be about the same as the higher impact.
Lowest Impact: Harsher damage falloff. (Less damage after range falloff than current).
[b][i]Hand Cannons:[/i][/b]
Removed bloom and random bullets, the range stat now affects falloff range and how quick your max damage falls off to minimum damage.
[b][i]Sidearms:[/i][/b]
Increased draw speed, reduced sprint-out time.
[b][i]Shotguns:[/i][/b]
Increased accuracy, sprint-out is now comparable to a fusion rifle to compensate.
PvE: increased damage
[b][i]Snipers:[/i][/b]
Slightly reduced the amount of flinch taken (not completely undoing the nerf).
[b][i]Fusion Rifles:[/i][/b]
Massively increased accuracy, fusions now ignore a small portion of a super's damage resistance (larger portion ignored if the damage type matches the subclass element).
[b][i][u]No changes to heavy.[/u][/i][/b]
[b][i][u]Ammo Changes:[/u][/i][/b]
PvE: increased ammo reserves massively for specials and heavy weapons.
PvP and PvE: primaries now have unlimited ammo reserve (Universal Remote and No Land Beyond are exceptions).
[b][i][u]Subclasses:[/u][/i][/b]
[b][i]Hunters:[/i][/b]
Increased base melee attack speed
[b][i]Striker/Voidwalker:[/i][/b]
Changed some animations to better reflect effective range (unchanged blast radiuses, this is [b][i][u]NOT[/u][/i][/b] a nerf).
[b][i]Gunslinger:[/i][/b]
Trip-mine, throwing knife, and Swarm Grenades: increased damage.
[b][i]Bladedancer:[/i][/b]
Arcbolt: Increased damage (also happens with Stormcaller).
Arc Blade: more damage per swipe
[b][i]Sunsinger:[/i][/b]
Viking Funeral: now has 2 stacks, 1 stack gives a 25% damage boost, 2 gives 50%
Firebolt: increased damage and sweep speed.
Solar Wind: increased pushback force.
Flame Shield: increased strength
[b][i][u]Exotics:[/u][/i][/b]
Transverse Steps: increased effect in crouch-walk speed.
Astrocryte Verse: Now just removes the Penalty to recovery that Blink gives.
Knucklehead Radar: enemies through the sights are now highlighted red, full supers are yellow.
Radiant Dance Machines: now gives a bonus to agility.
Hawkmoon: increased range and lucky bullet multiplier.
Thorn: DoT now ticks 1 more time and does 3 damage instead of 2.
Zen Meteor: "Dynamite" and "With a Laser Beam" can now trigger upon 3 rapid precision hits.
Patience and Time: invisibility now covers up the scope glint
Gjallarhorn: slightly increased the Wolfpack Round damage
Edit 1: added Balance tag
Edit 2: removed some of the hunter buffs.
Edit 3: changed some ammo changes.
Edit 4: edited some weapons.
Edit 5: removed private matches because I'm an idiot and didn't know you didn't need TTK.
Edit 6: redid some compensation needs for shotguns.
Edit 7: changed some subclasses
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Your ideas intrigue me and i wish to subscribe to your newsletter. Only changes id make. Flinch should be based on impact and only effects snipers. No longer effects any weapon with closed sights. Blink strike now travels as far as blink. Hit box changes remain the same. Trip mines stick again. Its a stick grenade. Get over it. Arc blade size increased so multiple targets can be hit in swipe. (This is more for pve viability. Say 20% in pvp but 50 to 75 in pve) Thorn is void. Hard light is solar. Precision damage buff to scouts. 10% or so. Its a baby sniper. Give it that love. Shoulder charge uses melee charge. Spike grenades are replaced with anything. Voidwall causes a purple ignite causing dot Defenders have the option to use the super again during its duration to detonate the bubble. Mini voidbomb. Damages its user Swap melting point with cauterize. Cauterize now makes melee regenerate a portion of health. Melting point now makes grenades burn defenses. (Pvp use again) More exotics that are subclass specific granting a perk. Voidwalkers get one that grants bloom Nightstalkers get one for black hole tether and one for tether trap Stormcallers get one for static mind one for double chaining and one for melee grenade charge each other. Sunbreakers get one for fleetfire one for cauterize one for sunspots and one for two thermites that make them last longer.
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Your buff to astrocyte verse is insignificant. A real buff would be to return its intended perk. As of now or even with your buff, ya only use is for looks or an exotic shard.
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Yesssss!!!!!
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What about shotgun range nerf?
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Buff NLB so it does 190 to the body
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I agree with 95% of this. (Good analysis by the way) What i would like to have added and fixed: The old Viking Funeral perk needs to come back (The burning one) Exotic quests for The Nechrochasm and The Vex Mythoclast (Just like touch of malice and outbreak prime had) Armor Re roll is a must, if this cannot be inplemented then at least put re roll options o the days of iron armor or any other Record book rewards. Xur should sell exotic shards again. And thats it.
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Endgame Activities: Vault of Glass, Crota's End, and King's Fall now have an added 380 recommended light level. Rewards will drop up to 400 light. Added matchmaking to Raids. Exotics: Dreg's Promise-Removed projectile travel time. Increased damage by 30% No Land Beyond-Increased Fire Rate by 40%. Increased Precision Damage. Added Armor Piercing Rounds as an intrinsic perk. Alchemist Rainments- picking up any ammo drop gives 100 glimmer. Melee and Grenade damage charges the other ability. ATS/8 Arachnid-Highlights all enemies through walls. Unlocks Scavenger Gunslinger Node by Default.
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Absolute no mention of titan subclasses or titan exotics. Yep, [i]totally[/i] comprehensive
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If only these happened.
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Edited by Krazy117: 10/24/2016 2:29:15 AMAll i have to say... The .004% auto rifle buff is indicative of the next and future "patches" from bungo. An [b][u]Insignificant[/u][/b] and obvious desperate attempt at retention due to the release of BF1 and soon Titanfall 2! LMFAO
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This would be a really good patch but nerf shotguns and buff snipers.
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I was finally about to bone my girlfriend, then we heard there was this patch....and she said there was no way.
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Bump, except you'd better make it so you can't shoot anything while sliding, not just shotguns. People will complain otherwise.
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All fair just slight damage buff for high impact pulse rifles to make them more usable
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Edited by Enderium: 10/23/2016 7:47:04 PMYou don't want defender buffs? Kek Edit: No mention of shitty titan exotics, or abilities
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All hunter debuffs need to be removed, or else celestial nighthawk needs to effect both the arcblade and the shadowshot by turning the arcblade into a blink verson of fist of panic and shadow shot into a lance novabomb style attack that explodes instead of tethering. Hunters do not have anything that will allow you to just carelessly wipe half the oposing team like panic, novabomb, hammer, or storm caller. If panic wipes are what they want for crucible, then they need to let hunters in on that sh*tshow. "Voidbow can knock people out of theirs uper" yeah, sometimes, if it works properly, and usually after you're already dead. Golden gun can oneshot from across the map! Super or no!" yeah. But we don't have many open maps anymore so getting line of sight on a target takes skill and planning, and for that you get 3, maybe 4 shots. What do warlocks do when they walk around a corner and see a six person fire team? Pull out their super and instantly wipe the whole team with no effort. Give the hunters an easy team wipe like the other classes have, or remove all debuffs from hunters because they were not imbalanced. Bungie has no concept of the fact that correlation is not equal to causation.
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I can't even say how many times I've ran out of primary during strikes and raids
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If blink strike gets that buff, then sunsingers get their flame shield back pre-nerf. Your buff with blink strike could be OP with Fast Twitch.
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destiny is a run down broken unfix able game hopefully destiny 2 will be lot better in balance and game play
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👍👍👍👍👍👍 bump
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Some I agree with some I don't, but doesn't matter because they won't reverse any nerf or buff just try and balance like they always do.
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I agree with most everything except for the slide shotgunning. It's fair game. It's not cheating. You're putting yourself at risk by running up and sliding towards them. The gun is literally in their face. Now, I wouldn't mind seeing some range getting chunked off but other than that not much else really.
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I think the zen meteor perk might be too good against bosses. The "With a Laser Beam" perk is the equivalent of the first three shots combined. That would melt bosses, especially the ones with big hit boxes.
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THORN 4 or 5 damage overtime
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50% damage boost with a spamable perk (viking funeral) seems a little overboard.
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Can t use shotguns while sliding Are you serious?