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Destiny 2

Discusión sobre Destiny 2
7/24/2019 9:13:24 PM
7

Possible ideas to buff Titans in PVE beyond being Melting Point waterboys

These ideas look good

19

These ideas need some more work

3

These ideas will not work

5

Undecided

2

Before you shout “Nerf Titans in PVP!”, read first, yell later. Okay? That’s all I’m asking. If this list is made successful, I’ll do some other buff ideas for the other classes. With that out of the way, I say we start. Titans are really weak in PVE. Compared to Hunters Tethers, Warlocks Wells, and both of their heavy damage supers (Blade Barrage and Nova Bomb), they lack a lot. Not to mention half of their nodes revolve around being in melee range of something. And being in melee range is horrible unless you live in Warhammer 40k. PURGING WITH MY KIN- Ahem. Sorry. [b]Sentinel[/b] What is supposedly the tank of well...the tanks, Sentinel is kinda in a bad spot. I am of course speaking about Protector and Commander. The super itself could be a lot better with hit detection, but I’ll leave that at the door. And with Well of Radiance warlocks running around, bubble titans are essentially grade A useless outside of one or two activities. I’d say this can be solved a few numerous ways, but don’t take my word as gospel. Starting off with the Subclass nodes. Protector: -Firstly, Rallying Force heals allies on melee kills. Seeing as this isn’t ideal in most Endgame (or even strike) scenarios, perhaps it can be tweaked a tad. Let’s say that it heals you a small portion with both you and allies, and once they are healed or receive an overshield from say the bubble, it triggers this effect similar to Benevolent dawn that Well Warlocks Receive. Perhaps say a 20% ability cooldown reduction over a period of ten or so seconds on your next ability? -Turn the Tide: This effect allows you to reload weapons faster under the effects of a melee charge. Let’s say that stays, but it can proc under any overshield you create, like Starless Night or Armor of Light. That would help in other scenarios where you need to reload quickly in like a bubble when blackout is on. -Ward of Dawn. Here we go...let’s say Well of radiance is the offensive version where it buffs your damage output, Ward of Dawn is the opposite by stopping it completely. Sad jokes aside, it needs some help. ShrekZilla made an amazing post on that. Link here: https://www.bungie.net/en/Forum/Post/252711226/0/0 Commander -Banner shield: For the most part this Subclass node is solid in PVE. The controlled detonations make for pretty good ad-clear. But the super is not exactly worth singing praise for in most raid scenarios. The shield only gives allies the weapons of light buff when they’re behind you, and you have to hold up the shield, removing an extra gun from an encounter. I say that similarly to Ward of Dawn, you can hold down the super buttons to throw up a mega wall that gives a 35-40% damage bonus to weapons and abilities, but it cannot move. It would be incredibly useful in raid scenarios for damage. And to make it counterable in crucible for all you Bubble-Bursters, it can be destroyed like the Bubble from the variety of different sources everyone has access to. [b]Striker[/b] Now in terms of actual usage, Striker is rather decent in most scenarios. The only issue is with Thundercrashes damage. I’d say that it just needs a buff to warrant its usage. Otherwise, we’re moving on. I don’t want people to just try and hang me from my [Redacted] for saying “buff fist of havoc”. Thereby, I’m leaving that horse alone and will not beat it or heal it. [b]Sunbreaker[/b] Sunbreaker has always had a rocky history in terms of its usage. Remember the early Taken King days? Before t got nerfed to hell in both PvP and PVE? Yeah, even I don’t want a repeat of that either. However, it could use some major improvements. All Sunbreaker is really used for now a days is just Melting Point. Even then a Nightstalker Wraith Hunter can do that or Tractor cannon. Other than that, it’s just kinda...around. Fire Forged: -My first proposed change is how explosive pyre and Vulcans Rage work. Let’s say that Explosive pyre does work on all ability kills, similar to bloom. However it’s damage compared to when in super mode is reduced. As for Vulcans Rage, let’s say that it applies the Melting Point effect for every time the Hammers hit a target. Kinda Rise of Iron Vikings Funeral for Sunsingers. That way you can apply a large debuff to say a boss from further away than getting up close and personal with it. In PVE this would be incredibly useful, and in crucible it wouldn’t essentially be god tier, because let’s be real here, it’s easy to dodge a hammer if you’re worth half the salt Thorn caused in D1 if you know their trajectory, speed, and overall reaction times. Devastator: As it stands, Burning Maul is 1# offendery for “replicating a toddler temper tantrum at the baseball game when he pitches.” Throwing Hammer isn’t exactly ideal in a variety of scenarios outside of patrol. If you throw your hammer, and it lands in a group of enemies, then chances are you will die trying to retrieve it. Not to mention how damn hard it is finding it. I suggest these sorts of changes. -15 second duration for the hammer before it detonates, and if it does, increase the PVE damage of the explosion -Some sort of indicator showing you where your Throwing Hammer is. -Instead of triggering health regen on melee hit then pickup, it will regen health on a kill. As for the super itself, it’s gonna need a few tweaks. Mobile enemies are either knocked outside of the tornado, or are lost in the constant spinning of the light attack. I propose these sorts of changes. -Instead is spinning like a drunken ballerina, what if Burning Mauls light attack was similar to that of the Iron Battle Axe from D1. -Mobile enemies are not affected by the tornadoes knockback effect (to boost effectiveness) Siegebreaker: Okay, I’m gonna be real honest here. I have no idea how to actually buff this Subclass node. In PVP, it can have its utilities, while in PVE it severely lacks. These two ideas are just suggestions, so don’t [Redacted] me. -Whenever you pop your super, it will always create a sunspot under you, no matter how high up in the air. Just no explosion or shockwave like Landfall from storm callers. -Sunwarrior grants a larger bonus to ability reduction This is all just ideas, and I doubt they’ll be implemented. Lemme know what you think. Chances are this will be met with toxicity, wouldn’t hold it past the community for that.

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