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Destiny 2

Discuss all things Destiny 2.
Edited by A Tigerstorm: 10/30/2017 7:42:11 PM
33

I have conducted a professional list of ways to make D2 better

Fan Made Subclass Trees: https://www.bungie.net/en/Forum/Post/237034237/0/0 If you’re here to be an ass, just leave. I’ve put a lot of thought into this, and I’ve looked at ways to make the game better. Unlike most of you, I’ve taken the time to be productive and manage a list in a professional way Let’s start with endgame. Currently, only Trials, Nightfall, and the raid are the endgame. Let’s fix that. I say every activity should be endgame. Vendors -Get the same treatment as IB. Tokens can now be used to buy weapons and armor. Challenges -You can now see what challenges await you in every activity Adventures -Grants high powered gear depending on your power level -There will be a heroic Adventure with more enemies and higher power level difficulty -High chance of getting legendary items -Grants 3 tokens upon completion Regional chests -Respawn every week in each zone -Grants 2 tokens Patrols -Grants 2 tokens upon completion Lost Sectors -There will be a heroic lost sector once every week, with a boss that is incredibly harder than normal (like story/strike boss hard) -Loot includes 4 tokens, one legendary, and 2 blues Public events -High chance of getting a legendary item exclusive to that zone -Grants 3 tokens upon completion. 4 for a heroic public event Flashpoints -When a flashpoint is active, the vendor of that zone will be selling one armor, one weapon, and one random item (either armor or weapon) -Each Rank up package will contain a legendary shader exclusive to that zone -The weapon and Armor will have randomized Rolls Strikes -Heroic strikes added with random perks every week (Example: Arc Burn, Solar burn, Torrent, ETC) -Recommended power level: 200 -Nightfall modifiers will apply to heroic strikes, but not timer modifiers -Rewards in Heroic strikes consist of 2 high power gear items, 7 tokens, and one legendary item -Strike specific loot Crucible -You can now choose what game mode you want. Press your top bumpers (like RB LB) to switch between competitive and casual. -Private matches. Quick play -Mayhem added (YAY!) Competitive -Rewards cap out at max power level [b][i][u]Balance Changes[/u][/i][/b] 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 30% Code of the Fire-Forged -Explosive pyre will be activated on all ability kills [i][b]Striker[/b][/i] So far, everything with the striker seems well balanced, and well done. Except the nades. Code of the Earthshaker -The second grenade will charge slower than he first one [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 5% more grenade energy Hunters -Dodge Ability will grant a small damage reduction when rolling by 15% -Marksmen dodge will reload all weapons equipped. Regardless if they are out or holstered -Gamblers dodge grants a small speed bonus after dodging. Applies to sprint speed and movement speed [i][b]Nightstalker[/b][/i]. -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 hit 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 1.4 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. -Super base duration increased by 5 seconds -Super damage increased by 12% Attunement of Sky -Winged Sun will increase your jump height. -In air accuracy will be the same as on the ground 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 -Base magazine increased by 8% 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 70%) and in PVP it will be 45% That's all I have for right now! Leave any suggestions and I'll add them in! Edit: Rathel Sepsis has another list to add! https://www.bungie.net/en/Forum/Post/236469706/0/0

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  • Good suggestions! But let me recommend a few tweaks. In random order... Feedback Fence is gonna need more than 55%... The damage is the same no matter the stack level, and that image is so minimal it might as well not be there. It deals [i]14 damage[/i] against equal level dregs. Storm trance needs slightly longer range or slightly faster hit speed. Dawn blade is really bad, so I would recommend a larger explosive radius, longer duration, and a slight damage increase. I don't know the exact statistics. SMGs need slightly larger magazines as well. At least, the higher RoF ones do. The double grenade striker ability received a nerf, but I think that pulse grenades are the real problem. I can't use pulse grenades, but I think that duration-based grenades should have high damage capacity if used effectively, but not that high. If you haven't already, please look at FalloutPlays video on HCR It's surprising how minimal the difference is. I'd say leave them as they are. I have no idea what role Bungie intends sidearms to fill, but something needs changing. All sidearms should feel light and snappy. Movement speed(while equipped), handling, ready speed, and reload speed should all be increased to a noticeable degree. All sidearms deal more damage in PvE. Increased range for slower RoF sidearms. Pulse sidearms like last hope need a slight nerf to either stability or RoF. There's a variety of other problems, but I think we got many of the important ones. I chose to forgo exact percentage increases because I don't know all the statistics. That would require time, deep-knowledge, and testing. Feel free to add any comments or suggestions.

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