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#feedback

Edited by A Tigerstorm: 10/13/2017 12:18:11 AM
12

So I decided to make my own Fan Made Patch Notes

If you're here to just be a dick then piss off. If you're here just to add something or calmly try to reason against something, by all means stay. Right here we go. Starting with the classes. Titans -Rally Barricade lasts for 4 seconds longer. [i][b]Sunbreaker[/b][/i]. In D1 Sunbreakers were feared, then got nerfed. Now they feel super weak compared to the other Titan subclasses, and to other classes in general. I propose these changes. Code of the Siegebreaker -Sol Invictus will now begin health recovery instead of a portion of health for every grenade and Melee kill. Super health recovery unchanged -Sun warrior: Boosted the effect in which you regain your grenade by 25% Code of the Fire-Forged -Explosive pyre will be activated on any ability kill. [i][b]Striker[/b][/i] So far, everything with the striker seems well balanced, and well done. But I think one more thing needs to be added. Code of the Earthshaker -Shoulder charge kills while fist of havoc is active will also refill grenade energy but it will be less than the normal melee ability. [i][b]Sentinel[/b][/i] It feels like two of the perks in the Bottom skill tree aren't performing well. I don't know if these changes will make it OP, so bear with me here. Code of the Aggressor -Superior Arsenal will grant 15% more grenade energy -In the trenches effectiveness is increased by 7% Hunters -Dodge Ability will grant a small damage reduction when rolling. Unaffected for Arcstrider -Marksmen dodge will reload all weapons equipped. Regardless if they are out or holstered -Gamblers dodge grants a small speed bonus after dodging. [i][b]Nightstalker[/b][/i]. Now bear with me (again). Just curious, but since the first skill tree is all about traps, and the second is all about making a path for the team, shouldn't the melee charges be switched? For example: -Vanish in smoke and Snare Bomb switched. It would give the bottom tree more use in PVP, while keeping the top tree good for public events, raids, ETC. Either way, I'll leave that one up to you guys. Now onto the real changes -Shadowshot will now kill on impact Way of the trapper -When a tether is activated, it will take 1 second less for it to send out the suppression field. [i][b]Gunslinger[/b][/i] Way of the Outlaw -Deadshot now works like Rampage (more kills equal more damage), on top of increased golden gun accuracy. -Duration of golden gun is increased by 1 second. Way of the Sharpshooter -Line 'Em Up and Crowd-Pleaser will work with Celestial Nighthawk better. -5 orbs of light will immediately spawn when Celestial nighthawk scores a precision with this skill tree. [i][b]Arcstrider[/b][/i] Way of the Wind -Disorienting Blow has a larger blast radius, and temporarily increases movement speed and reload speed (for 5 seconds) -focused Breathing increases jump height and slide distance. But they will not stack with the Stomp-EE5. Either the Stomp-EE5 or Way of the wind. Way of the Warrior -Lethal Current lasts for 7 seconds -Deadly Reach Melee increased by .07 meters Warlocks [i][b]Stormcaller[/b][/i]. Ah yes, the Infamous Stormcaller. I can't count the number of times I've screamed when I heard that boom of thunder in D1. But what about D2? -Storm grenade is expelled faster. Attunement of Conduction -Arc Web does more damage to chained AI combatants Attunement of the Elements -Arc Soul tracking is increased by 9% -Electrostatic Surge's benefits are increased. [i][b]Voidwalkers [/b][/i]. The Destiny Version of vampires. Truth be told, I think everything is good here except their nades. -Scatter Grenade will now explode immediately upon contact. -Axion bolt seekers travel (like .08 seconds faster. In a fast pace game, that's fast) [b][i]Dawnblade[/i][/b]. The "Replacement" of Sunsinger. I think it's a successor. But not without its issues. Attunement of Sky -Winged Sun will increase your jump height. Attunement of flame -Phoenix Dive will occur every time you press and hold O, or B. -Everlasting fire: Daybreak kills will also help refill your grenade and melee energy (3% per kill) Weapons: Auto rifles: -No changes SMGS -Stability increased Pulse rifles: -Lower rate of fire Damage increased. Hand cannons: -Bloom will now take an extra shot come into full effect -Accuracy increased Scout rifles -Low rof scout rifles damage increased by 7% Sidearms: -Kinetic Sidearms accuracy is increased. -Ammo reserves increased. Exotics (And Legendaries) MIDA Multi-Tool (yes we're going there) -Handling speed brought down -Reduced the effect of High Caliber Rounds (Global change) on PVP players. PVE unaffected Uriel's gift (Auto rifle) -Tap the trigger now works for the first 6 rounds fired (Global change) -Range slightly decreased. Last Hope (Sidearm) -Accuracy at longer ranges is decreased. -ammo reserves decreased. Sweet business (Ohhhhh yeaaaaaah) -Ammo reserves increased Graviton Lance -Damage on the third shot is increased. -Stability increased -Void explosion damage is drastically increased. ACD/0 Feedback Fence -Explosion damage against AI is drastically increased (like 55%) and in PVP it will be 45% That's all I have for right now! Leave any suggestions and I'll add them in!

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  • That titan barricade needs a NERF

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    • REALLY HAND CANNON NO CHANGE? SCOUT RIFLES NO CHANGE? what pvp are u playing

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      • Edited by Enochua: 10/11/2017 11:12:14 AM
        to be honest you seem a lil biased to titans, which is understandable. i dont have a problem with mains suggesting things they have issues with. as warlock(voidwalker) every thing isnt fine, trust me, but what i would change is small tweaks. 1. scatter grenades are still having the delayed detonation issue that plagued it from D1. i suggest it be changed to an AoE grenade with a small damage buff, the "projectiles" that they do have are easily advoided even by just running through it or sliding through it. i believe making it AoE would also fix the issue of them just bouncing with no detonation at all. so basically it would turn it into a frag grenade, and charging them would still give them their limited tracking that they currently have. 2. for the devour ability i would also think that kills also should recharge abilities while active, nothing drastic but noticeable. 3. An exotic that allows the rift to recharge abilities for you and teammates There needs to be clear benefits and disadvantages from spec-ing into mobility, resilience or recovery. Just a thought but mobility should affect run speed to begin with as well as walk speed and jump height but also IN-AIR ACCURACY. Resilience should not only effect how much damage you can take or how much health you have but also HOW MUCH DAMAGE A MELEE DELIVERS. Recovery should not only benefit health re-gen but also ABILITY COOL DOWNS. And in doing this there would be clear difference in classes' "main" attribute, but people could choose armor that would help affect what they wanted to focus on.

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        • I think that at the least, since I am a hunter main, they need to get something to happen when the dodge is triggered. Right now the Titans have their shield, Warlocks have their pools of whatever the -blam!-, and Hunters have a useless dodge which doesn't even do anything. No damage decrease, and it seems like it doesn't even affect the enemies at all. At least have it you know DODGE SOME BULLETS!!! It just leaves Hunters at a major disadvantage compared to the rest of the classes. Sure you could argue that it "instantly" reloads their weapon, but it leaves them vulnerable to any damage for those couple of seconds. Why dodge to reload when you can switch to one of the other two weapons. Soooo.... that point is useless, and regaining a melee ability. Well that is pointless because why regain that ability when it would be faster to not leave yourself defenseless for those two seconds and just use a great invention called bullets... or even regular melee. When comparing to any other class, overall it is pointless to be a Hunter in the crucible or any other PvP activity. Another point is that the Arc strider super is super weak if compared to the Striker Titan subclass super. Not only are the supers essentially the same, with the same slam, and "melee", but the Titans have the Fist of Havoc slam on initialization of the super, and the extra damage resistance while inside the super itself. The Hunter's Arc strider super may last a tad longer, but it doesn't have that initial super damage immediately after activation. Hunter is less a "panic" super than the Titan super. Oh... and one last thing. The Hunter slam actually does less damage than the Fist of Havoc slam, meaning in very specific circumstances, which may be rare but does happen occasionally, the Hunter slam may not kill while a Fist of Havoc will. They REALLY need to do something about the dodge at least. Make it at least somewhat useful and not absolute cancer. With this, my rant is over.

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          • lmao, so basically buff the living hell out of the titan and still allow autos to be god. But now, high impact pulses would destroy the 360 rate of fire pulses. good job.

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          • I actually agree with most of these changes. Props to you for a very well put together post with actual changes and suggestions rather than, "this game sucks! I'm an entitled little bitch!" Bump

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            • These are all trash ideas.

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              • Mostly agree. 150 RPM scouts need a heavy buff though, being very weak in PVP AND PVE. Some of the arcstrider buffs may have been a little much. Bungie should shuffle the perks on highly underused or underpowered weapons each patch.

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                • Nightstalker's need Shadowshot buffed. Arrows don't one shot anything - not even the single arrow perk. Meanwhile Titan Hammers and Dawnblade can nearly oneshot everything, and both can have minor tracking while Shadowshot has zero. Like seriously. Point blank shadowshot...and the guy doesn't die.

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                  • Edited by spaids669: 10/11/2017 11:40:04 AM
                    no changes to hand cannons -.- Can you explain to me how bloom on a precision dependant weapon type, is a good idea? Seriously the same effects can be gained by proper damage drop off outside of effective range. Imo hand cannons as a whole need bloom removed and higher handling across the board. Last hope could use a decrease in effective range and magazine size, reserve ammo is fine and honestly pointless to address in pvp. All the non burst side arms need a serious increase in reserve ammo.

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                    • Bump

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                      • I only read the titan ones because that's my main, but the grenade recharging on shoulder charge kill might be a little op. While in super you could grenade someone to block an escape shoulder charge them then do the same to another haha.

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