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Destiny 2

Discuss all things Destiny 2.
Edited by DuBChiri2: 7/5/2020 9:22:40 PM
4

Top tree hammers, bottom tree hammers, bottom tree sentinel, top tree striker and middle tree striker could use a bit of a buff for pve.

Top tree hammers suggestion: [spoiler]1. Increase the max number of tempered metal stacks to x5; stack 4 grants 1.5% grenade and melee energy per second, stack 5 grants an additional 1.5%% grenade and melee energy per stack; allies will receive the ability energy regeneration as well. 2. Increase ember generation speed by 20% and add 1 additional ember at the final tier in super. Reasons: 1. Top tree hammers is a skill tree that revolves around the melee and its super. Despite it being like this and tempered metal requiring ability kills to activate it, it has no regenerative neutral game. This makes it go on long periods where you aren't really doing anything specific to the skill tree unless you build to work around it, which not many skill trees have to do. My goal isn't to allow it to fully restore each of its abilities, but rather to reduce the time between when they can use each ability so that tempered metal and the charged melee can be used more often. Only being a threat because of your melee in pve makes having it ready critical. 2. The ember part is because in pve you don't usually, if ever, get to take advantage of the max embers due to how much distance it requires in the first place. The super itself also struggles with targets that are tanky and so giving it easier access to that extra damage will benefit it greatly. Plus adding one more ember means more boom.[/spoiler] Bottom tree hammers suggestion: [spoiler]1. Increase sun warrior duration from 5 seconds to 7 seconds. 2. Increase the duration a sunspot lasts when a titan ISN'T standing in them to be at least 70% of the maximum duration you get while standing in it. 3. Grant constant sun warrior buff while in super. 4. Enemies that die from allies when YOU set them on fire will still generate sunspots. Reasons: 1. A 5 second duration timer is decent but with how unsafe it is to stand inside of a sunspot, you will likely be moving around more to try and generate additional sunspots or avoiding death, in which case it will burn out. By giving it more time I hope to alleviate some of that stress so that the titan doesn't have to worry as much while not making it so long you can just stroll around leisurely. 2. Sunspots have a maximum duration of about 15-17 seconds while standing inside one, when you are not standing inside one they burn out in like 5-7 seconds. This much lower duration makes their presence in pve drastically lower while it makes the titan chase them just to keep the sun warrior buff active. It's not practical in content where you have to play more passively at all and even in modes where you are rewarded more with aggression (like contact) you can find yourself without the buff often because you are trying to not die. 3. The super is already going to be constantly refreshing it's own buff by the sunspots it generates so it feels redundant to keep it on a timer that will rarely if ever drop to 0. 4. This one is just a quality of life change. It's incredibly annoying to almost kill an enemy while its burning for an ally to hop in and get the final blow, which prevents you from getting a sun spot. This is actually really common in pvp which makes it's already difficult to activate neutral game even more difficult as well as frustrating. This happens in pve too, but it's not as annoying due to groups of enemies you can take down.[/spoiler] Bottom tree sentinel suggestions: [spoiler]1. Add a counter while surrounded for "in the trenches." 2. "Superior aresenal" now grants 10% melee energy per charged melee kill. Reasons: 1. In the trenches grants bonus super energy for killing targets while surrounded, except you don't know when its active nor how much you may get. You can assume that being near multiple enemies means more super energy but having an actual buff counter would be nice. 2. Basically the same problem as top tree hammers, the skill tree revolves around your abilities and only gives grenade energy on kill. The melee is the biggest part of the skill tree as well as the most powerful part so I want to increase the speed at which you recover it, without making it too easy to nearly or fully restore the charge because I know of the builds you can do with it. 10% per kill means you would need 10 kills for a full charge which is not common. 3 means 30% which is a good amount but not overwhelming.[/spoiler] Top tree striker suggestions: [spoiler]1. Grant 8% melee energy per grenade kill. 2. Convert some of the aftershock damage from leaping to the base damage of the slam. 3. Reduce the height necessary to get max tier of terminal velocity. Decrease it from "increased height" lift to max strafe lift height. Reasons: 1. Better neutral game for pve and in general while giving the skill tree more synergy (as shoulder charges regenerate grenade energy). 2. Because the base slams damage in super is garbage for pve. I've seen people in forges just ground slam and it does like a third of an orange bars health, meanwhile a simple jump slam will likely annihilate it. I want that damage gap to be a bit smaller. 3. Doing a simple jump or a max height strafe lift does not make adifference in damage, meaning that the only way to fully optimize fist of havocs damage is to use increased height, which is easily the titans most unused lift. I want to move it to the most popular option because needing a rock or a completely different lift just to maximize damage sucks and it too greatly limits the potential of the super (in pvp the jump slam instantly kills supers already so don't worry about it)[/spoiler] Middle tree striker suggestions: [spoiler] 1. While inertia override is active, grant 10% melee energy per kill. 2. Increase the stagger on mini boss and boss enemies when directly hitting them with thundercrash.. Reasons: 1. This skill tree falls under the same basic principle of every other shoulder charge skill tree where the melee carries the brunt of the weight and so by it having no regen at all you will end up with next to no neutral game once your melee is gone. I want it to still follow the same basic principle that the other buff suggestions I gave follows where it's not likely you will fully recharge it but you still get something and by tying it to inertia itself it gives the ammo slide mechanic more synergy while still keeping the regen tied to a short timer as a balancing mechanic. 2. Getting quaked after you thundercrash a mini boss or boss is really annoying because then you will likely die because you can't stop yourself while you are already in the air or the damage of the attack itself will kill you. It not staggering enemies makes this super that already requires you to be really close really vulnerable and that sucks.[/spoiler] Extra information on stuff: [spoiler] 1. The reason why top tree hammers regenerates its melee per second vs the other trees regenerating melee on kill is because top tree hammers aoe is weaker and so getting multi kills with it is far more difficult, so I felt like it being tied to a timer would do it more good. 2. The reason why bottom tree hammers is getting the biggest buff is because the skill tree as a whole is far too reliant on timers as of right now. Having to constantly be moving around sunspots is really tedious and sometimes the benefits you get might get you killed for being too greedy and so you can find yourself without any neutral game about 30-40% of the time which for a subclass all about neutral...sucks. It's really not easy to keep them going and them fizzling out in 5-7 seconds gets REALLY annoying because sometimes you just CAN'T pursue them either due to distance or enemy number. It feels like a restrictive version of middle tree sentinel sometimes even though they aren't entirely the same. Both give you ability energy and health, but sentinel doesn't make you chase the enemy down. 3. My goal overall with these shoulder charge skill trees is to give them a better neutral game while not making it easy to fully maximize it. I want the shoulder charge attacks to have greater uptime, but I understand their power can lead to issues if they can be regenerated too quickly. Titans already have exotics that regenerate their melee or abilities but a lot of those exotics really show just how critical having that melee is and how detrimental it can be to not have it available because those melees drive a majority of these skill trees neutral. 4. I also need to clarify because I worry people will misunderstand my intentions: This isn't me saying titans are bad, this isn't me saying that the other classes shouldn't get buffs. I am simply providing feedback on my use of these skill trees and how I would improve them if ever possible. I think these ones in particular are too limited by their cooldowns but exotics that reduce that problem have proven to be advantageous as a whole and I want their reliance on said exotics to be a little lower. To me, titans are too reliant on exotics right now and I wish to reduce that to give titans more variety in what they feel like they can use. Right now...burning maul, middle tree and top tree sentinel and bottom tree striker do everything those other skill trees can do, just more consistently and they don't need exotics. I also realize I said the same things a couple of times so I apologize for that. [/spoiler]

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