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#feedback

Edited by Spawn: 5/23/2018 11:09:38 AM
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Add a third perk tree for subclasses (?) edit: or bring it back to D1 style perk trees?

Hey everyone, As I understand, one of the frustrations that came with destiny 2 was that there was less freedom in designing your own build within your subclass. Now there are only two options to choose from (plus class ability, grenades, and jumps). I don’t know if this suggestion has been made, but something that would really make me feel better as a player would be if there was a third option added for all of the subclasses. Plus it wouldn’t require an entire subclass overhaul. What does everyone think? Edit: seems like a fair number of people are also considering the idea of D1 style perk trees. How about some new perk ideas that could be fit into there? What would you do with the slots that used to alter resilience, mobility, and recovery? [spoiler]Moderator edit: This thread has been moved to #Feedback forum so that other Destiny players can weigh in. See [url=https://www.bungie.net/en/Forum/Post/139533839/0/0]Cozmo's thread[/url] for more information about the #Feedback tag and its uses. Feel free to private message the moderator who moved your post, link to topic for further clarification about why this topic was moved.[/spoiler]
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#feedback

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  • D1 system would be nice to have back. At least it gave gamers the incentive to run some of the repetitive events knowing random rolls on gear and weapons that improved your Guardians abilities. You know, what the game was created for...

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  • D1 had 56 options per element,D2 has 2 per element

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    • Hello, I’ve been waiting for a post like this. A few months ago, I made a list of several new possible skill trees by fire could make, keep in mind these are ideas, not set in stone. If you want to read them, they’re in the spoiler. [spoiler] Sentinel Code of the Stoneborn -Blockade: Barricade lasts longer and has higher health. Blocking during sentinel shield takes less energy -Barrier Punch: Kill an enemy with a void powered melee, and help recharge your barrier, and next melee charge -Deflect: Blocking with your Sentinel shield will reflect the projectile back at the opponent (Rockets, bullets, etc) at the cost of reduced damage -Rock solid: Enemies can no longer pass through your barrier Code of the Fallen One -Void siphon: Striking an enemy with this melee will siphon health from it, and greatly weakens the enemy (Channeled melee, acts like Prometheus lens or cold heart.) -Relentless: The lower health you have, the higher your resilience and mobility increase -Rose’s Legacy: Enemies that take damage from void abilities will take void burn damage as well. For example: If you stick a boss with a magnetic grenade, they will also take void burn damage -Protectors curse: Sentinel shield lasts longer when taking damage Striker Code of the Skyborn -Rocket Punch: Uppercut into the air, taking an enemy with you. Cooldown: 60 seconds, shoulder charge ability -Speedster: Arc ability kills increase sprint, movement speed, and reload speed -Electric mobility: Jump height and duration is increased -Death from Above: Fist of havoc loses its multiple slams for a larger, deadlier slam that can be aimed for a few seconds while in the air. But you can still shoulder charge in super mode Code of the Pilgrim Guard -Grave Digger: A Arc Blast is emitted when striking an enemy. Killing an enemy will increase the Blast radius dramatically -Vigilant Guard: When near allies, sprinting with them will decrease the cool down of your super -Fear Spreader: When fist of havoc is active, nearby enemies are slowed -Sacrificial: When taking damage, your allies will have increased recovery and you will gain increased resilience Sunbreaker Code of the Firebreak (my personal favorite) -Fireblast: Hit a foe and burn them alive. Killing an enemy has a chance of recharging your melee -Stoke the Forge: Killing an enemy with Hammer of sol extends its duration (one kill equals 20% energy back) -Close Quarters: Hammer of sol loses its ranged attack in favor for small light melees (AOE in front of you, melee button) and a heavy shoulder charge (shoot button) -Molten Steel: Killing an enemy with your solar abilities while surrounded by 3 or more enemies will help recharge your super and next ability Stacks up to 3 times. (1 stack= 12%, 2 stacks= 22%, 3 stacks= 26%, lasts for 3 seconds) Code of the Paladin -Healing Blow: Striking an enemy will refill a portion of your health, and heal a nearby Ally. Radius for ally heal: 9 meters, time until ally healing expires, 5 seconds. Healing is continuous for the 5 second duration -Righteous Fire: Hold your grenade, taking away it’s damaging properties, but it will instead heal an ally when thrown at them. -Legacy: When Hammer of sol is cast and gets a kill, it will create wells of light which heals allies and yourself, but you can only throw 4 hammers. Wells of light last for 10 seconds -Justice’s advance: Sprint speed is increased, and handling with all weapons is increased drastically Hunter Arcstrider Way of the Roamer -Grapple: Replaces your melee with a grapple. Using this melee will propel you to a set location. Range: 30 meters. Cooldown: 30 seconds. You are unable to shoot, use abilities, or supers when grappling. (Cannot Use it to get outside of map barriers, retains all speed) -Monkey-King: Jump height is increased, sprint speed increased, and you gain extra mobility when you jump -Electrified Grapple: Gain the ability to Grapple during Arc Staff, providing extreme mobility. (Replaces grenade while in Arc Staff, 5 second cooldown while in super) -Energized Boots: Be able to run across walls for a few seconds. Running on walls for long enough will refresh double jump Way of the Chaotic -Chaotic Punch: Punch an enemy, draining another nearby enemies health to stun them -Erratic: Gain two charges of dodge, dodge cooldown is reduced -Lightning Shock: Arc Staff loses its RT attack for a blink ability. Max range: 6 meters when Blinking. -Electric Therapy: When you take extreme damage, dodge recharges faster drastically. Dodging restores a chunk of health when critically wounded Gunslinger Way of the Bandolier -Sharpened Knife: Throw a extra sharp knife. Precision damage is increased. Kills will increase the damage of the next knife -Critical Refill: Kinetic precision weapon kills will refill energy weapons. Energy precision kills refill kinetic weapon. -Dreamshot: If all three Golden gun shots are kills, you will gain a fourth, extra powerful shot. -Dream ammo: Killing an enemy with the fourth Golden gun shot will grant a whole Magazine of power ammo Way of the Knife-Juggler -Fan of Knives: Throw three knifes in a horizontal line. Cooldown of 48 seconds -Second reflex: Dodging will increase Knife damage, and tightens the spread of Fan of Knives -Bladedancers Legacy: Fan of Knives kills dramatically reduce the cooldown of your super -Combustion: Enemies killed by Golden gun explode Nightstalker Way of the Watchmen -Envenomed: Throw a poisonous smoke bomb. (Duration: 7 seconds) -Area Secure: Killing an enemy with smoke bomb extends its duration, and you gain another smoke bomb charge -Night Light: Killing tethered enemies and generating orbs of light will heal nearby allies -Bullets, not Arrows: Tether shoots faster, void anchors shoot out faster, and tether’s direct damage is increased. Enemies killed by Tether grant an overshield to you and allies Way of Assassin -Backstab: Striking an enemy from behind will do significantly more damage -Shadowstep: activating Shadowshot, or using backstab has a chance to turn you invisible for 8 seconds (13 seconds with graviton forfeit) -Can’t touch this: Being hit by an enemy melee will turn you invisible -Dark and light: Void kills will increase the damage of your next backstab Warlocks Dawnblade Attunement of the Sun -Torch Blast: Strike an enemy, creating a sunspot that disorients enemies -Solar Flux: Grenade kills help recharge melee. Melee kills help recharge grenade. -Dying Star: Press and hold your super, to consume it and increase the regeneration of your grenades, melees, and rift energy for 18 seconds drastically -Burning Eye: Your rift ability will cause weapons a chance to create sunspots that also disorients enemies Attunement of Angelic Grace -Rift Siphon: Killing an enemy with this melee will help recharge your healing rift. Amount of energy gained is based on the target. Major enemies will grant more rift energy -Fire cycle: Daybreak can be used to resurrect an ally 20 meters away by holding the super triggers, and grant half ability energy to them (except supers) at the cost of your super. Does not work if you do not have a revive token used up in PVP or the Raid -Dawn rising: Activating Daybreak or Fire Cycle will restore your health and grant a small portion of an overshield -Rift cycle: Healing rift’s cooldown is reduced with every ally that uses it Voidwalker Attunement of Gravity -Vortex Punch: Use this melee to kill and enemy, and generate a void Vortex. Enemies killed by the Void Vortex recharge a portion of your melee and grenade -Gravity storm: Enemies killed by void abilities will disorient other enemies, and slow them. -Shatter: Nova bomb can be used three times, but at the cost of damage, Blast radius, and velocity. -No bounds: Jump height and duration is increased. Blink has another charge and takes less time to recharge Attunement of Deception -Tricksters Pull: Disorient an enemy, causing extra void damage to nearby enemies when the initial target is killed -Mirror Image: Create a copy of yourself, which can move, and shoot primary weapons. But weapon damage for Mirror image is reduced. Health is much lower than Players. Mirror image will follow you. Mirror image lasts for 15 seconds. Press and hold LB to create a mirror image. Cooldown of 1:00 minute. Does not consume a grenade charge -Extreme senses: Mirror image taunts nearby enemies, and shows up on enemy radars. Mirror image can now use secondaries. -Cosmic Warp: Press and hold your super, removing yourself of Nova bomb, in favor for 3 mirror images with incredible damage, but extremely low health. Mirror images made by Cosmic Warp can use abilities and power ammo. They last for 7 seconds Stormcaller Attunement of the Current -Electric Touch: Killing an enemy with this melee ability will increase mobility and recovery by 7 for 7 seconds -Arc Mind: Consume your grenade, and gain the ability to Blink several time in rapid succession -Universes student: Taking Arc damage will increase the damage of your abilities -Storms embrace: Killing enemies with storm trance will recharge other abilities Attunement of the Hurricane -Pressure point: Use this melee to stun several enemies in a small area -Lingering storm: Stormtrance lasts longer as you take damage -Feel the Thunder: Grenade’s have increased duration and size. Melee’s have increased range -Thundeous rampage: Enemies felled by Stormtrance explode [/spoiler]

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      • Please

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      • Edited by DeadlyDadGaming: 5/23/2018 5:32:14 AM
        I posted this in the feedback forum but it didnt get much traction. See my ideas below for updating the subclass trees. Click link below to comment on my original post in the feedback forums if you like these ideas. [url=https://www.bungie.net/en/Forum/Post/245432450/0/0/url] Bungie, So far I think you are heading on the right track towards making Destiny 2 a great game. I have been a dedicated player since D1 first dropped. So I have played through all the good and not so good eras of Destiny. I would like to offer up a few of my own ideas for your team to help enhance the playability and bring some extra depth/fun to this great franchise. #1. Add in a class specialist customization system once a player reaches max light cap. When you are max light you can earn the ability to unlock an extra tree in the attunement skill trees with new class specific skills to unlock. This third tree however would not be locked into a set default of four predetermined skills. You can earn points by completing any activities in game to be able to spend to fully customize your own skill tree to how you prefer. This would open up the ability for players to come up with their own unique builds and invent more ways to play their preferred subclass. I think this change would breathe new life into each subclass and improve the replayability of the game in both pve and pvp. #2. Mod weapon system needs to be beefed up. Why do blue rares; legendary and exotics all use the exact same mods and have the same # of mod slots? It makes no sense that a blue weapon can be just as powerful or more powerful than a legendary in some cases. I mean there is ppl running around in all blue or even green weapons in pvp wrecking face with them. It is a sad day when you can honestly say a green shotty is the best shotgun in the game. To fix this I propose that each weapon type have a special pool of mods that are unique to their level of power. Legendaries should have special mods that can only be equiped on them and not any other lower tier of weapons. These mods would be more powerful and add more useful perks to your weapon than just +5 dmg level. They could be little perks like less flinch while ads with a scout or sniper rifle for example. Or shot package for fusion or shottys. As well Legendary weapons should have two mod slots; blues have 1 and greens zero. I think a simple change such as this would help make the legendary weapons feel well; more legendary. Fellow guardians if you like these ideas please comment below and share my post. Thank you.

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        • Or bring back D1's perk system.

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          • D1 perk trees back please. We have the current system because Luke Smith made fun of Mark Noseworthy for not being able to optimize builds. So they took away our choices and part of the soul of the game.

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          • Honestly, I'm expecting this in the comet expansion or if we are really lucky they will be returning to a perk selection like D1 had. But I doubt Bungie is willing to do that much work so 3rd perk set seems the most likely with a 4rth subclass being a very low possibility for 2nd D2 comet expansion and only as a ploy to push sales.

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          • Bump

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          • Been saying this because it works so well for void titan. -keep ward on the one tree its already accessible with armor of light -add ward to current aggressor tree -make that ward have weapons of light, youre an aggressive playstyle anyway -make the third tree, it has ward as well, and its perk is blessing of light Havent thought much about other subclasses, im not even a titan main.

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            • Believe me I really want this to happen, but like when I think of class customization I think of my nightstalker having invisibility from both smoke and dodge, I feel like someone would complain about that it would be “OP”. But for real “OP” is fun and Destiny 2 needs a lot of those OP things that D1 had that made it fun

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            • How about when we unlock each tree(top and bottom) It unlocks a middle tree that allows us to customize it from both top and bottom!!! Easy!

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            • Bump this 100%

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            • Shiiiiit, just allow us to choose any 4 nodes. #win

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            • Why not both? Three skill trees that open up to selectable perks to further customize our characters.

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            • Agreed

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            • https://www.bungie.net/en/Forum/Post/244911457/0/0 🤔

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              • Edited by Mystic-Dream-54: 5/22/2018 11:36:12 PM
                Yes I would let the third be selectable, based off the other 2 trees. Plus a fifth unique perk based off the combination you created!

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              • Fact that there’s only two choices in subclass pisses me off and probably most likely the rest of the community too. Another thing in Destiny that makes it feel so limited/linear. We should be able to customize our subclasses to the way we like to play! Coming to the forums always pisses me off. Mainly bc i see all these posts n notice how bad our community is suffering about the game we TRULY WANT. Then i take a look at D2 for what it actually is and it breaks my damn heart bc i love Destiny but man there’s so many things wrong w it.

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              • Add the third tree in the middle of the top and bottom. It should be a large tree with new perks. This third tree should also only be active during pve activities. If you are in pvp the top or bottom tree will be active based on your previous selection.

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              • Edited by Uriel Draigo: 5/22/2018 10:50:44 PM
                Perhaps even more perk trees. I hate when a game tries to pigeon hole me into either or. It's insulting. I prefer more freedom in how I approach confrontations.

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              • Next DLC. 10$$

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              • I think I'd prefer D1s perk system with upgrade points instead of unlocking with XP but i would be happy with a third skill tree too

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                • I think there are 2 ideas that would make subclasses better. 1. What you are saying. Add a 3 subclass tree. It would allow for more flexibility in builds and more choices which are always good. 2. Keep the current layout. However allow us to build our own subclass tree/s from a set of perks. If multiple or all trees allowed to be built, It would allow us to switch subclasses much easier and UI friendly than Destiny 1 while allowing the same level of customization. Either way I agree that a third tree would be great.

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