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Edited by TURBO COW 9000: 3/28/2017 1:31:18 PM
13

Hopeful Changes - The Wishlist

This wishlist originated from the content drought after Rise of Iron. I have wanted to post this since then but I never did for some reason... Now, at the last minute, I am releasing my personal opinion on how certain aspects of destiny should be balanced and changed. Please read with discretion. - TURBO COW 9000 [u][b]Exotics[/b][/u] [b]Knucklehead Radar[/b] Changes: 1. Grants third eye to all Primary, Secondary, and Heavy weapons 2. Melee's grant 'Enhanced Tracker' buff [b]Astrocyte Verse[/b] Changes: 1. Increases recovery when health is low (only recover from critical health faster) 2. Grant bonus handling and accuracy with all weapons when at critical health [b]The STAG[/b] Changes: 1. Change 'Doe or Die' exotic perk to have these effects; Reviving or getting revived by a teammate grants you and your teammate a much larger over-shield after the res (high impact snipers can't kill on a headshot) 2. Add passive perk 'Angel of Mercy' [b]Purifier Robes[/b] Changes: 1. Increase 'Blinded' debuff range to 15 meters [b]Sealed Ahamkaras Grasps[/b] Changes: 1. Activating the 'Nightmare Fuel' perk does not remove 'The First Curse' buff when wielding the First Curse [b]Lord of Wolves[/b] Changes: 1. Increase 'Lord of Wolves' buff range to 20 meters [b]Pocket Infinity[/b] Changes: 1. Bring up to 400 light 2. Add intrinsic perk 'Counterbalance' and/or 'Zen Moment' [b]Plan C[/b] Changes: 1. Replace 'Accelerated Coils' perk with 'Quickdraw 2. Prompt when 'Plan C' perk is ready to use [b]Hard Light[/b] Changes: 1. Add true no falloff damage to exotic 'Volatile Light' perk 1. Add intrinsic perk 'Rodeo' [b]Truth[/b] Changes: 1. Increase magazine size to 2 2. Base increase to velocity and decrease to blast radius 3. Greatly increase rocket impact damage 4. Replace 'Grenades and Horseshoes' perk with 'Third Eye' [b]Dragons Breath[/b] Changes: 1. Replace 'Who's Next' perk with 'Spray and Play' [b]Red Death[/b] Changes: 1. Increase rate of fire and magazine size to match hawksaw archetype 2. Add intrinsic perk ‘Crowd Control [b]Touch of Malice[/b] Changes: 1. Add intrinsic perk ‘Unflinching’ 2. Small arms does not increase the damage dealt to the player in PVE activities 3. Add Void elemental damage when at 1 in the magazine [b]Vex Mythoclast[/b] Changes: 1. Increase base range 2. Add intrinsic perk ‘Rodeo’ [b]No Land Beyond[/b] Changes: 1. Remove red glint when aiming down sights [b]Fourth Horseman[/b] Changes: 1. Remove full auto while maintaining insane rate of fire (Borderlands 'Jakob's' style perk; This weapon fires as fast as you can pull the trigger) 2. Slightly increase base range and impact 3. Increase reload speed; Add intrinsic perk ‘Battle Runner' [b]MIDA Multitool[/b] Changes: 1. Reduce magazine size to 18 2. Add intrinsic perk ‘Hipfire' [b]Icebreaker[/b] Changes: 1. Precision kills cause an even bigger firefly explosion 2. Regenerates 1 ammo every 5 seconds when stowed 3. Picking up orbs when your super is full with Skyburners Annex and Icebreaker equipped adds one round to the magazine per orb (unless the magazine is full) [b]Khvostov 7G-0X[/b] Changes: 1. Actually change weapon archetype and impact damage when updating perks [b]Outbreak Prime[/b] Changes: 1. Add Solar elemental damage to the weapon [b]Zhalo Supercell[/b] Changes: 1. Remove Arc elemental damage from direct impact attacks; chain lightning keeps elemental damage 2. Kills with arc bolts contribute to ‘Bolts From the Blue’ exotic perk 3. Getting a double kill increases the chance of arc bolts for a short amount of time [u][b]Items[/b][/u] [b]Cryptarch Packages[/b] Changes: 1. Give a 100% chance to drop at least one legendary engram per cryptarch package [b]Faction Packages[/b] Changes: 1. Remove the chance of getting ships or sparrows already owned in faction packages [b]Motes of Light[/b] Changes: 1. Reduce the number of motes of light required to upgrade armor, ghosts, and artifacts 2. Increase the number of motes of light required to upgrade weapons [u][b]Weapon/Armor Perks[/b][/u] [b]Battle Runner[/b] Changes: 1. Getting a kill resets the buff timer rather than starting a new after the cooldown [b]Last Man Standing[/b] Changes: 1. This perk now activates when you are near a dead player (max distance being around 10 meters) 2. Renamed to ‘Guardian Down’ [b]Take a Knee[/b] Changes: 1. Perk only activates while fully aimed down sights and crouching for at least one second [b]Guerilla Fighter[/b] Changes: 1. Perk now activates after being damaged while aiming down sights and ends after unzooming [b]Accelerated Coils[/b] Changes: 1. Now increases base accuracy and range for the weapon in all conditions (as well as charge time) [u][b]Abilities[/b][/u] [b]Lightning/Spike Grenade[/b] Changes: 1. Reduce base range [b]Fist of Havoc[/b] Changes: 1. Increase falloff damage for Fist of Havoc, especially towards enemies who are high in the air [b]Ward of Dawn[/b] Changes: 1. Reduce Armor of Light shield capacity by half (or enough to be killed when you try to open the relic chest on the Dreadnaught without a sword) 2. Force barrier no longer stacks with Armor of Light; Force Barrier instead disappears and is replaced with ‘Armor of Light’ 3. Sticky grenades no longer remain on the target when passing through a Ward of Dawn [u][b]Weapon Generalistics[/b][/u] [b]Sniper Rifles[/b] Changes: 1. Slightly increase hipfire accuracy for all archetypes; Increase ADS time 2. Add reverse falloff damage, aka the closer you are to your target, the less damage you do; higher range stat snipers have a higher reverse falloff damage [b]Sidearms[/b] Changes: 1. Add intrinsic perk ‘Lightweight’ to ALL sidearms [b]Swords[/b] Changes: 1. Non-Exotic sword attacks count as a melee and react with the ‘Brawler’ modifier 2. Add hover when blocking with Empyrean Bellicose or Angel of Light 3. Grant increased movement speed while blocking with a sword with Radiant Dance Machines equipped [b]Machine Guns[/b] Changes: 1. Reduce base damage in the Crucible by 10-20% based on rate of fire [b]Shotguns[/b] Changes: 1. Reduce magazine size for low rate of fire shotguns 2. Faster rate of fire shotguns have increased hipfire accuracy, mid-air accuracy, and reduced spread while ADS [b]Fusion Rifles[/b] Changes: 1. When dying mid-burst with a fusion rifle, the burst is no longer canceled, but has increasingly less accuracy the more bolts fired [b]Auto Rifles[/b] Changes: 1. Auto Rifles now do much more damage up close, bringing time to kill higher than most primaries 2. Increase falloff damage significantly/reduce range across the board [u][b]Mechanics[/b][/u] [b]Radar[/b] Changes: 1. Radar is visible only whilst FULLY unzoomed; applies to all weapons [b]Aim Assist[/b] Changes: 1. Add aim assist to environmental objects such as explosive barrels and grenades for ease of shooting [b]Rate of Fire[/b] Changes: 1. When a weapons rate of fire changes, so does the amount of ammo it consumes with each shot; Examples of guns affected by this change; Thunderlord, SUROS Regime, Nemesis Star, Genesis Chain, Fabian Strategy, Tlaloc, etc. (I also got this idea from Borderlands) [b]Heavy Ammo[/b] Changes: 1. Allow heavy ammo to drop from ammo crates from much further in the Crucible so long as they are within line of sight and with a maximum distance of 50 meters [b]Three of Coins[/b] Changes: 1. Killing the same ultra more than once SIGNIFICANTLY reduces the chance to get an exotic engram (Add this to the description of Three of Coins) [b]Killed by ______[/b] Changes: 1. Remove enemy highlighting in the Crucible 5 seconds after dying [u][b]Quality of Life Changes[/b][/u] [b]Legendary Class Item Engrams[/b] Changes: 1. Remove the exotic item chance annotation [b]Pause Menu[/b] Changes: 1. Remove booting function when loading into a game, or starting a countdown from orbit, etc. [b]Early Leavers Penalty[/b] Changes: 1. Remove the ability to receive rewards for leaving consecutive games in the Crucible (does not apply to private matches) [b]Vault Space[/b] Changes: 1. Add an in-game filter function similar to the one on Bungie.net [b]Character Handedness[/b] Changes: 1. Allow players, when creating their character, to make them right or left handed; this changes the first person view and the character model when wielding a weapon [u][b]Bugs/Glitches[/b][/u] [b]Orb Deletion[/b] 1. Alchemists Raiment; Remove the ability to pick up orbs when your super AND your grenade and melee are full 2. Empyrean Bellicose; Remove the ability to pick up orbs when your super AND your melee ability is full 3. Skyburners Annex; Remove the ability to pick up orbs when your super AND your special weapon ammo is full [b]Gunsmith Packages[/b] Changes: 1. After holding onto gunsmith weapon packages for an extended period of time, you are given what appears to be an option when in the vault to transfer them, however pressing the button to do so deletes the weapon package [u][b]Artifacts[/b][/u] [b]Memory of Silimar[/b] Changes: 1. Grant an increase to recovery after receiving any form of DOT [b]Memory of Skorri[/b] Changes: 1. If another player nearby is wearing Memory of Felwinter, ‘Skorri’s Harmony’ buff now slowly gives them more grenade and melee charge instead of super (similar to ‘Song of Flame’) [b]Memory of Timur[/b] Changes: 1. Melees now have a chance to blind enemies in the Crucible [b]Memory of Perun[/b] Changes: 1. All majors and ultras in PVE are highlighted in yellow (then in red when their health is low) [u][b]PVE Specifics[/b][/u] [b]Fallen Splicers[/b] Changes: 1. Improve critical hitbox for splicer vandals [b]Goblins/Hobgoblins[/b] Changes: 1. Sidearms now trigger hobgoblin invulnerability; all forms of melee’s do not 2. Throwing knives can now consistently hit criticals on goblins and hobgoblins

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  • Edited by XaveBoy: 3/29/2017 11:52:09 AM
    Impressive stuff. You put a lot of time doing this. Take a big bump for me guardian!

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    • I love it, but a few notes. Would the change to silimar remove the current perk, or would it add it onto what it already has. Same with stag, I like the stag and silimar, the only problem is all the dot abilities were nerfed so no one uses them, this is why silimar is underused. Stag should just have do or die regen super faster when allies are dead, remove the once per life part of it, I also like the chance to give allies an overshield. They should increase the chance for it, currently it is a 10% chance ease that up to a 33% and it would be viable, also angel of mercy would be a good intrinsic. In other words keep the changes to stag that u made, keep the old perks, remove the once per life, and increase the chances to 33%

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    • Very intelligent, well thought-out requests. Not sure I agree with all of them, and some should come with caveats, but a lot of them are very good ideas.

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    • I'm sorry, but nlb has to have a glint. Otherwise they can just hard scope a hallway and u think it's a primary fight, but no. U got hardscoped

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    • Three of coins is a bad idea as you could be doing strikes and happen to get the nexus one or twice and get an exotic each time but now when you do strikes the odds are extremely low basically forever. That I don't agree with. And with sniper reverse fall off I also don't agree as if your closer to your target then you should do more damage, even if it's a long range sniper. Other than that I basically agree with everything on here

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      • "1. Slightly increase hipfire accuracy for all archetypes; Increase ADS time 2. Add reverse falloff damage, aka the closer you are to your target, the less damage you do; higher range stat snipers have a higher reverse falloff damage" Um... the rest of it is good, but why are you encouraging no scope shots. As a sniper I would rather see no extra accuracy and lower ads time.

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        • Perfect.

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        • I agree with a lot of the things you said, and it's very clear you put a lot of effort into this.

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        • Edited by Black_Widow503: 3/28/2017 1:20:53 AM
          Nice wishlist. I definitely like where you place the nerfs under the pve section but they would seem to benefit more of the pvp area. Not sure if that was done on purpose but it's seems like different motivations were in place when thinking about these changes. A lot of changes definitely sound subjective to your playstyle as well. If only we could all have a game made specifically for our own playstyles, right? There are some that would seem ok on the surface, but would need extensive testing to make sure they would work in a live environment, as opposed to just sounding ok on paper. Bluntly, I don't like ammo nerfs at all at this point, because with the guns in the rest of the game, the ammo has been nerfed into the ground. I'm sick of the constant slow reloads; and the Mida is a refreshing break from this monotonous mechanic. One exotic gun left. You have to be careful with only nerfing one area and not buffing another area. I see that you try to do that with some of your suggestions. When we don't buff another area along with nerfing another, we have what we do today, a very broken and unbalanced Destiny game. While in pvp, nerfing guns and abilities and armor may seem fine for that playstyle, pve has suffered the most due to being ignored and not included in the thought process for balance changes. In conclusion, the game has become lopsided and weighted towards pvp. These changes sound very "pvp" to me. That isn't a bad thing. This just means there needs to be a separation of balance changes in the future, because the parity between a pve game mode and a pvp one is too drastically different. The needs of both worlds are too different to live in harmony. They are too different to have a common ground. Unless there was new technology introduced in the gaming industry that allowed balances changes to coexist between the modes, we need to separate them. We need to separate them to meet the needs of both types of players in this game. One is not more derserving than the other. We all bought the same game, spent the same amount of money.

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          • You forgot "Delete Alchemist Raiment"🤗

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            • Plan c already has max handling last time I checked. It should have a buff letting you know when its exotic perk is ready to use. But not when you're not holding it, then people would most likely abuse it and go crazy with it. Only have it active when holding plan c

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            • I agree with everything except for the auto rifle changes. The Killed by___ one is very interesting and provide more challenge in Trials.

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              • P.S. I would have put reasons for all the changes but I ran out of characters. Hope you guys have fun figuring it out discussing it all in the comments! ^~^

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