Lightweight energy/non-kinetic smgs feel pretty bad to use in comparison to something like an Auto Rifle or a kinetic counterpart. When we lost access to spec mods these weapons dropped in good enough damage. Now they blow through the magazine but do very poor damage. Buffing Lightweight smgs by 10% feels like it would bring them better in line.
Merging Kill Clip and Multikill clip into a singular perk: Damage values per stack from 1 to 3 would be as follows: 20%, 25%, 30%
Enhanced would be the following: 25%, 30%, 35%
I feel like this would assist in making the perk a more desirable choice if someone doesn't want to rely on abilities for things like Golden Tricorn or Desperate Measures. Enhanced allows for both PvP and PvE to benefit. On the higher end this is a slight buff when enhanced in comparison to Multi-kill clip's max damage which is 33.1%
Remove the melee energy penalty for missing a shoulder charge melee hit in PvE. I understand why this was originally changed, but this feels pretty bad in PvE. Missing an enemy by mere inches and being forced to wait for the melee to recharge just feels unnecessary in PvE.
Eager Edge deals 100% (or more depending on how much you think would be balanced) damage on hit. This change would allow for the perk to be somewhat usable outside of speedrunning and messing around.
Headstone spawns a crystal after enough precision hits are scored or if a precision hit was scored sometime before a body shot kills an enemy. Alternatively, non-precision final blows or multi-final blows could spawn a crystal. If you discount Chill-Clip, Stasis has the worst elemental final blow activated perk across all elements. incandescent, Volt Shot, Destabilizing rounds, in that order from best to worst are all much better than something like Hatchling or Headstone. Speaking of which, at least Hatchling can be activated after rapid final blows instead of being exclusive to precision final blows, so why can't headstone do so as well?
Frost Armor should decay stack by stack and not all at once when the timer runs out. Currently Frost Armor is pretty weak when in comparison to something like Void Overshield. And to make matters worse, Frost Armor doesn't even come close to Void Overshield's damage resist. And to even compete you'd have to build heavily into it. At the very least it should decay one stack at a time. Perhaps even make a new fragment/aspect that acts similar to Bastion on Void Titan that grants Frost Armor via class ability activation.
This change request is definitely biased, but I will ask anyway. Can we revert the MountainTop/Micro missile frame grenade launcher's blast radius nerf? iirc it was a -33% nerf all the way back with Beyond Light. I don't think this would make or break the weapon/archetypes feel but I would appreciate it to feel better like it did back in pre-Beyond Light.
Enhanceable weapons: Why aren't ALL of Banshee's weapons enhanceable? Most of the time only about three weapons out of ten or more are enhanceable but the other's aren't. Same goes for things like Ghosts of the Deep, Spire of the Watcher, Duality, which all have origin traits yet can't be enhanced. Why did Prophecy get updated weapons with origin traits AND have enhanceable weapons but paid dungeons still don't? We need a perk refresh and update to allow these weapons to be enhanceable.
Can we return orb gen on multikills? Or at least make orb gen for all Masterworked weapons/exotics a thing? Having to run orb gen mods on your helmet feels pretty bad. We were told origin traits would be taking the spot from weapons but a majority of weapons currently don't have origin traits or the origin traits aren't any better or are straight up worse than having orb gen.
Bonk Hammer. I understand why they gave the melee ability a cooldown before it regenerates after picking it up, but why is that in place even when you miss? The cooldown should only be active if you score a hit. And even then, I think the cooldown should be removed. Just reduce it's damage if you are really that concerned with it or remove it's ability to benefit from one two punch.
Alright, time for a rapid fire list of reworks, changes, and tweaks:
Ward of Dawn damage buff: 35% (Void weapons get volatile rounds)
Well of Radiance: Damage buff: 15%
Ward of Dawn support ability: Constant regenerating over-shield inside Ward, trickling over-shield when near Ward.
Well of Radiance support ability: Allied Guardians have increased scorch stacks applied via all sources that apply scorch.
All weapons (Including exotics) have an additional origin trait that creates orbs of power via multi-kills. (Can be unlocked after reaching weapon level 20/Masterworking the weapon/reaching 777/500/300 kills, different thresholds for if the weapon is Primary, Special, or Heavy)
Changing loadouts/Changing equipped gear should drain all energy and ammo for all weapons in Competitive Crucible, Trials, Nightfalls, Dungeons, and Raids.
All Boss/heavy type enemy slams are no longer AoE and only affect targets if they are on the ground (No more dying to stomps in the air).
Bosses/all heavy type enemies should have a cooldown on their stomp attacks.
All boss/all heavy enemy types should have early telegraphed and varying heavy attacks (Leg/arm swipes, forward facing punch/kick attacks, weapon bash/shield bash, etc)
All reprised weapons are the same except for: updating stats, adding new perks, updating/changing outdated textures (Not complete reworks).
All reprised weapons only change/lose these things: removing widespread disliked perks (Underdog), weapon geometry/behavior that is obstructing/sensory offensive (Screen shake/muzzle flashing being too bright, etc)
All reprised weapons retain Archetype, damage type, and core identity, weapon parts (Retaining scopes instead of defaulting to barrels, or changing from strictly rounds to magazine type)
All 140 RPM adaptive handcannons are updated to be lightweight 140 RPM Handcannons
D.A.R.C.I now has Precision instrument added in addition to the +20 to stability to it's catalyst. Additionally, D.A.R.C.I's catalyst adds "Overload Companion" as a new perk.
Overload Companion grants D.A.R.C.I the ability for Kills with D.A.R.C.I to spawn companion tablets for you and your allies. Companion tablet pickups grant The singular buff called Companion Acquired to only Legendary Sniper rifles, but includes D.A.R.C.I
Additionally, While Personal Assistant is active the perk now persists for 5 second when no longer focusing on an enemy. (Same goes for Companion Acquired)
Companion Acquired grants the following buffs: Improved Target Acquisition, Improved Stability, Improved Handling, Increased precision damage, precision kills to cause targets to explode into a Blinding Explosion and lasts for 30 seconds.
1000 Voices Catalyst: Controlled Burst (Buff lasts for 2.5 seconds) + Undesired Outcome: Scorch ignitions refills the magazine from reserves.
Lament Catalyst: Revved-up: Completely draining guard energy without dealing damage instantly refills the energy bar to full, granting Revved-up: Kills grant restoration X2. Breaking a shield grants a strong Overshield that lasts for the duration of Revved-up. Additionally, while Revved-up is active dealing damage refills guard energy per attack, longer uninterrupted combos grant more energy. If Revved-up ends via interrupted combos or guard energy depletes then user must wait 7 seconds before the buff may be reapplied. Timer debuff is called: Reboot in progress.
The QueenBreaker Catalyst: Rapid Hit + Loose Change (That's all it needs IMO)
Winterbite catalyst: Storm Coverage: Allows for glaive projectiles to no longer damage the user and allows the projectile to bounce off hard surfaces and imbed itself into targets dealing increased damage based off of total guard energy. Additionally, guarding with full energy grants you and your allies a stack of frost armor, rapidly draining energy depending on number of allies affected and stacks applied (More stacks takes more energy, same with number of allies being affected)
Xenophage Catalyst/Changes: Catalyst: Unrelenting Swarm: Consecutive shots on enemy targets boosts damage until a shot is missed, ammo reserves are depleted, or holstered. +12 Range +23 Stability. Additionally, Deconstruct is added with Incandescent as well.
Worldline Zero Changes: Running with Tesseract active now jolts targets, jolting targets amplifies you.
Whisper of the Worm changes: Missing a shot ALWAYS refills the magazine, but deactivates Whispered Breathing. Additionally, Whispered Breathing can now be activated even after shots have been fired. Whispered Breathing activates during ongoing weapon usage at 5 seconds, but activates at 1.5 seconds of aiming downsights without firing just like Box Breathing. If Mulligan is selected then missing a shot no longer deactivates Whispered Breathing.
Riskrunner: Incoming arc damage requirement for activating Arc conductor can be averted by getting rapid kills. Additionally, Arc conductor's arc resist increases based off of enemies defeated, increasing more depending on enemy rank. Kills while Arc Conductor/Super Conductor are active jolts targets. The catalyst is what grants Arc conductor to be activated on multi-kills, the catalyst also allows for Superconductor to jolt.
Symmetry changes: The Electric Styx perk from the catalyst allow for charged shots to blind in addition to increasing Dynamic Charge's time duration. Increases projectile speed and reload.
JÖTUNN changes: Holding down the trigger increases damage, trigger release shoots, holding down the trigger for too long causes user to gain rapid scorch stacks before eventually exploding and making a DING sound, leaving behind two solar pickups for you (If you survive the explosive) and your allies to throw.
There are more changes but I cannot list them all here. I will make a doc full of the changes if anyone is interested.
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