This pertains to the subclass changes.
Starting off with the Solar subclasses.
[spoiler]FIX THE DAMN BURN BUG BUNGIE![/spoiler]
Sunbreaker[spoiler]One change really. The Thermite grenade needs a buff. It's description reads "a burning line of fire." It should do just that. In addition to it's burst of fire, it will burn the ground. Enemies that walk over it's path will be ignited. Also increase the number of bursts from 4 to 6.[/spoiler]
Gunslinger[spoiler]Buffs to the Swarm and Tripmine grenades. Swarm nades need to track faster and have a larger blast radius. Tripmimes need to have their damage buffed, detonate faster, and have their red light toned down (seriously, I can see it on Mercury from Mars).
Throwing knives need to have their 10% damage nerf removed i.e. increase precision damage from 142 to 158 and body damage from 110 to 122.
Chain of Woe needs to have increased weapon swap and ready speed in addition to increasing reload speed.[/spoiler]
Sunsinger[spoiler]Firebolts need to have their most recent nerf revoked as well i.e. increase bolt tracking radius from 7 to 8 meters and decrease the seeking time by 0.2 seconds.
Radiance needs to have Song of Flame's current perk inherently applied and have a ring of fire visual so people know how close they have to be for the buff to proc. Song of Flame's new perk should immediately start allies health regen upon entering the ring of fire, and buffing their recover stat for a while after. Or we can keep SoF the same and apply this new perk to radiance inherently.
Viking Funeral needs it's debuff boosted from 5% to 15% while keeping the stacking ability. This will virtual never come into play in PvP and only help PvE.
Sunburst needs to create orbs of light on grenade kills as well.
Angel of light needs to create orbs of light when you get weapon kills while it's active. Both will make only the smaller orbs that provide roughly a third of the benefit of an orb generated by a super.[/spoiler]
Now for the Arc subclasses.
Stormcaller[spoiler]Nerf the aim assist of thunderstrike when amplitude is applied.
Electrostatic Mind will no longer set the intellect stat to tier 0 when active.[/spoiler]
Striker[spoiler]Transfusion works with Fist of Havoc kills now in addition to it's standing perk.
Shoulder Charge animation is sped up to where it was pre-nerf, and using shoulder charge consecutively will no longer increase the lockout time (not sure if it was a glitch or if it was intentional). The second longer delay and decreased aim assist remian.
Juggernaut can now be over penetrated with select perks.
Pulse grenades should have some lingering status effect. Maybe the could temporarily slow the enemy. If Pulse grenades are buffed, then an inherent buff to stormcallers will be applied.[/spoiler]
Bladedancer[spoiler]God, there is so much -blam!-ed up with BD right now. First, stop the short stops (no pun intended). Second, increase the damage of arc blade.
Backstab is still a little glitchy, but I have no idea how it could be fixed.
Skip grenades are fine. It's Shinobu's Vow that's the problem, but I'll let bungie take care of it. If what happened to Nothing Manacles happens to them, then there's nothing to worry about.
Arcbolts should have a slight damage buff. If arcbolts are buffed, then an inherent buff to stormcaller would be applied.[/spoiler]
Finally, the Void subclasses.
Nightstalker[spoiler]The suppression effect from the tether should be applied to additional perks for melees, but not the base melee i.e. Energy drain would proc, but not Surge, or Smoke would proc, but not Envenomed, or etc.[/spoiler]
Defender[spoiler]Fist of Havoc will no longer go through the Ward of Dawn. Instead, if a titan slams on top a Ward, the slam animation will occur in mid-air. The titan will then fall down the rest of the way once the animation is complete. The bubble would still pop If they have Shockwave equipped, the shocks will instantly drop to the floor once the initial slam ends.
The defender bubble should also have more health to withstand more hammers. 3 out 5/7 hammers is kinda low.[/spoiler]
Voidwalker[spoiler]Grant either Angry Magic, or Vortex Mastery a small gravitational pull benefit in addition to it's current perks. The pull would occur after the initial blast.[/spoiler]
These are my thoughts. I could live without the Void class changes, but the Solar and Arc should occur.
Please keep all comments and discussions at a mature level.
[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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Im a defender main fyi...I kinda agree with you for the defender, but rather what you said id prefer where a foh or a nova bomb activated inside the bubble damages you to critical health and destroys your bubble. I think it's fair. Leave me with little health and a glimmer of hope 💜
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1 RispondiRegarding gunslinger, they should buff tripmines in general. I found no problem that the tripmines stuck to the victims. And most the time I use them, they end up killing me because the time on them is really bad. That or I'm just really unlucky
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3 RisposteModificato da Fallacy: 2/3/2017 9:26:57 PMa little iffy on some of these but especially Juggernaut. if the shield can be over penetrated then it would essentially turn into a worse overshield. other than that i wouldn't mind these changes
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Hmm I know currently majority of voidwalkers use axion bolt but for the players using scatter grenades please make scatter grenades explode instead of bounce endlessly whenever it hits a puddle of water... I cant stand playing on bannerfall and the grenade does nothing because WATER :/
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2 RisposteWow can't half tell which guardian you Main, would you tell the truth ? Maybe not … There goes a Titan if I ever saw one.
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7 RisposteModificato da bobswerski: 2/4/2017 5:26:50 PMMostly good stuff, but a few let's call them not as great ideas. 1) OMG Sunsingers would be OP AF in PvE if you tripled the debuff like that. Viking funeral fusions can already match the DPS of Black Spindle as it is. I lobbied hard for the buffs to supers we got last year so I'm all about making subclass abilities stronger but that would be straight up e-z mode right there. 2) Ward of Dawn vs FoH is fine. A situation in which a super can't be countered by another super, particularly a single-use one like FoH, is fundamentally unbalanced and should be avoided. (Plus, teams with defenders already have an overall higher win percentage than ones that don't.)
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29 RisposteThanks for the feedback. We appreciate you taking the time to organize your ideas nicely to make it easy for the devs to read. We will have a stream before the next patch to give you some details on what is changing.
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As a defender main, I completely agree with foh not being able to penetrate bubble... NOTHING ELSE CAN Nova bomb must enter, unless you are using shatter of course.. If fist wants to rek bubble & whatever is in it, then the Titan must slam in the bubble, like Nova bomb...
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12 RisposteHow has it not been pointed out that the op [b]HASN'T EVEN PLAYED DESTINY SINCE AUGUST??[/b]
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1 RispondiI'll respond to the other points later, but I absolutely disagree with the defender Titan change. We are already running out of ways to deal with them as it is, and they can dictate an entire match if they place it properly, that the entire team can spam supers over and over. Why should options be taken away to deal with them?
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I always take these tweak recommendations with a huge grain of salt. Most of the time it's just an exercise in, "...buff what I like to use, and nerf what I don't like." It's players vying for an advantage. I'm not saying this is you, but this is the pattern I see all the time around here.
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3 RisposteOnce again, the voidwalker shows that it is possible to have a balanced subclass.
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5 RisposteYou forgot to say nerf lightning grenade range also
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9 RisposteWhy is this community always up to nerf anything? Everything got nerfed in the past.. today you can see what you´ve done. You can rush about 30 Meters with your Shotgun without beeing killed by the Opponents Primary because Primary (instead Clever Dragon) are to weak.. Just give some Primarys some buffs, the Primary should be your go to weapon.. not ur shotgun Last time i started playing No Land + Sidearm, because a sidearm outplayes every primary instaed of cleverdragon - thats shit :D remove this special Weapon ammo packages.. start with 6 shots and when you shot 6 times youre out of special for the whole match
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6 RisposteSort the animation out for sunsinger. Too easy to be killed by a shotgun melee
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3 RisposteCan we add a tweak the Chaperone quest so you don't lose progress on death anymore as well? Might actually give me a reason to go after it again despite being a subpar PVP'er.
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7 RisposteFirebolts were ugly and boring - arming range yes but would hate to have them go back to how they were. Axion bolts shouldn't trigger life steal with skill tree set up in pvp Skip nades - hmmmm Jug shield tanking golden guns needs a rework. This infinite damage sponge is stupid for the shield. Lightning slap needs a small rework. Blade dancer needs its hit detection fixed. I keep bouncing people across maps. Primaries should be just that. Like most I run a fusion or special weapon 90% of matches. Bring down clever dragon archetype or bring up the rest inline......
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Like how you promote buffs over nerfs! Nice :)
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I love how you say angel light should generate orbs of light but the orbs of light will only be one third orbs this would honestly this wouldn't be done cuase it would take to long to go in their and program it in. The same with defender bubble having foh on the outside they would if to change foh so that it's an outside force and isn't an exposoin when you hit the ground also why should he bubble survive more than three hammers? You haven't really thought this though.
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Juggernaut would be fine if the perk combustion would trigger on impact from the golden gun, so it's not the shot but the resulting explosion that kills rushy mcshotgunpants. Hunter could be fine if the nighthawk would have a variable application. 1) Golden gun fires one shot at 6 times damage to one target, or 2)significant penalty to range (like 10 to 20 yards), but creates a massive explosion on impact. 1) Arcblade no longer requires animation to start and triples sprint speed, missed attacks consume more energy. 2) triggering arcblade unleashes a single shockwave along the ground damaging anything along it's path, then explodes at the end, damaging anything near by, damage determined by number of enemies caught in final blast. 1) shadowshot no longer tethers, a single high power shot is fired that explodes on impact similar to lance. Using while quiver is equipped fires something like shatter. 2) shadow shot tetherpoint cannot be destroyed and blinds like with helm of saint 14. I'd like to see some exotics that change how other supers work as well.......... But nobody is going to do any of this so...
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1 Rispondi2 changes I would make: 1: juggernaut shield should only protect the guardian from the amount of health that it has. Any damage past that should pop the shield and do damage to the player. (aka snipers) 2: extended melee range should be reduced on stormcallers to just outside of one-shot shotgun range
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Sorry, but your damage buffs is all about hunters for the most part. No. Go reread your mathematics and reconsider almost all of the choices.
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9 RisposteLightning nade cone needs to be looked at. Seems too big in my opinion.
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As a gunslinger main who exclusively uses tripmines i think what you're suggesting would make them too good, increased detonation time and a small damage buff is all that's needed
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Just farted