[b][u]Exotics weapons[/u][/b]
[u]No land beyond buff[/u]
-High Caliber rounds
-Armor piercing rounds
-Remove mulligan for Hidden hand.
[u]Dragon's Breath Buff[/u]
-Grenades and Horse
-Remove trigger effect
[u]Super Good Advice Buff[/u]
-High Caliber rounds
No upgrade paths aside from a stability build works for this weapon, this is due to the amount of recoil produced by the fire rate.
[u]Lord of wolves[/u]
In addition to
Lord of wolves upgrade:
-Increases ADS movement speed
(for the user of the Lord of wolves)
[u]Dreg's promise[/u]
-Restore original damage pre-patch
[b][u]Exotic armor[/u][/b]
[u]ATS/8 Arachnid[/u]
-Increased movement speed while golden gun is active.
[u]Celestial Nighthawk suggestions[/u]
-Night hawk fires 2 shots
-Each shot is as powerful as 3
This improves versatility
[u]Mk. 44 Stand Asides[/u]
In addition to
Be somewhere else upgrade:
-Shoulder charge kills with this equipped causes victim to drop specail ammo.
[b][u]Legendary weapons[/u][/b]
[u]Word of Crota buff[/u]
-2 critical shots chamber 1 bullet
-Adjust the sights (aiming is somewhat crooked)
[b][u]Grenade Adjustments[/u][/b]
Increase Grenade hit box for being destroyed and include the effects of supers/other explosions.
[u][i]Tripmine Grenade[/i][/u]
-Slightly reduce cone radius
[i][u]Skip Grenade[/u][/i]
-Increase stagger effect
[i][u]Lightning Grenade[/u][/i]
-Slightly reduce lightning height
[u][i]Spike Grenade[/i][/u]
-Change throw technique
[u]Flashbang Grenade[/u]
-Increase effective blinding radius
[b][u]GAMEPLAY IDEAS[/u][/b]
[i]Destiny World[/i]
-Add small social spaces around each planet where guardians can check on public events. Similiar to how each loading area is spaced.
-PVP public events in PVE (races, bounty hunts and king of the hill)
-Hot keys for ammo sythesis
[spoiler]Reduce the amount of ammo that we are given, but increase the amount of sythesis we can use[/spoiler]
-3 channels of party chat where up to 6 players can communicate on each one.[spoiler]For party searching. Could also use a more seemless way to join a fire team of a person you are already currently sharing the same space with, without having to leave and come back.[/spoiler]
[i]Destiny Crucible[/i]
-Increase the sound enemies make while running/walking.
[u][b]I'm editing this article on a daily basis, based on feedback and personal play.[/u][/b]
Thanks for reading. Leave a like, comment or bump so we can get this out there.
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1 답변I think the ideas in this article are good ones n overall would bring some balance back....but i still believe that should beable to do something about making weapons different to where theres some sort of options for adding elements to your favorite weapon so you can have a favorite weapon and weapons wont be so situational
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4 답변-AR, yes. Bring them back to their former glory prior to the second nerf. -Fusion Rifles feels right. shotguns across the board should be either of two types a fast RoF lower impact (required to pulls at a distance, but staggers in effect) or low RoF high impact for that one shot kill. Difference is stability one being higher than the other. It is somewhat seen with irrepressible shotguns but not really. -TLW range needs to reflect more. Range reduction is obviously seen in ARs and even legendary handcannons. But why not in Thorns and TLW -Thorn. Not matter what shot DoT doing 7x5 damage or 9x6 dmg. Gives automatically 35 dmg. A body shot would then do 56+35= 91 dmg or for precision shots 84+35 = 115 dmg. The problem people have with thorn is when - you kill a thorn user and still die just by its lingering effect or that stray bullet that can just be a body shot and then still die by its lingering effect. Mark of the Devourer needs to be adjusted as to either stop if the wielder dies, occur only at precision shots, occur by chance or only occur at first dmg to a full health guardian, ticks reduce with each shot. Either than forcing a third shot (as like all handcannons) or requiring a good double precision shot (which then inlines with Hawkmoon) -NLB. No point for a red glint. Should be white as to have it differentiate and smaller as to have an advantage for the NLB user. Having no flit would make it hell to spot the user when sniping. While the master perk you mentions great. I'll take it one step further for PVE - dmg increased significantly for each precision shot. This will make it a contender for icebreaker and black hammer users. How? The awkward handling of the weapon, slow fire rate, and small magazine size allows a type of "mini game" just as how black hammer gives a full magazine back when the player hits three precision shots. NLB would work differently by having each precision shot count. And because of its awkward use - having its next precision shot do more dmg. (So in this case, not just the third shot to what you have suggested but having every shot matter) this works fine for PVP as a precision shot from this weapon is already a 1 shot kill. The suggested white glint marker that is smaller making the NLB user stand out but difficult to spot would be the PVP perk. -Dragons Breath. I like tracking. It could be different all together by being similar to that of a spartan laser maybe? But I'll agree with what you got as this gun is just bD right now. -Necrochasm - I would settle to see the explosion perk occur at all times and be the only AR with explosive rounds. No dmg drop from explosive rounds. Here explosive rounds and firefly would actually work And more stability and stagger effects. -Scout Rifles. Have the new high RoF scout rifles appropriately reflect its impact dmg either in its stats or numbers. These weapons have only a millimeter difference to their impact versus MIDA. The precision dmg however doesn't seem to reflect this - as MIDA does 55 per precision shot. These new high RoF scout rifles due only 41-43 per precision shot - a huge difference for a millimeter difference in impact representation Either fix the numbers or fix the stat representation of these guns.
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[quote][u]Assault rifle adjustment[/u] -Restore damage (post patch 1.0.2.2) -Slightly reduce accuracy (Bullet spread) -Reduce range Assault rifles need to maintain higher damage output at closer distances. Range and accuracy should be the biggest variables in what affects an assualt rifle's damage the most. Instead of reducing damage decrease range and accuracy, this gives a known solid comfort zone to players who use and are up against assualt rifles. I also suggest changing Assault rifle recoil, making it slightly decrease overtime naturally(to a point) while shooting and aiming down the sights. [u]Shotgun balancing[/u] -Increase Shotgun spread A suggestion similiar to fusion rifles, this makes it more difficult to kill moving targets without being close enough. It makes shotgun users play more in their gun's strengths. Stats such as stability will become a bigger factor in realigning and landing shots for the kill. This makes timing and positioning more essential in many more situations. [spoiler]Blinking while using a shotgun will require better positioning when landing shots from above, the higher they are the less likely they are to get the immediate kill because of the higher spread.[/url][/spoiler] Fusion rifles benefit from this allowing them more space/comfort in the field to successfully get kills. This could also benefit shotgun users allowing them to spread damage effectively amongst several targets, preventing shots from being totally missed. Helps balance perks like shot package more naturally. Aiming and range will be a bigger counter balance after spread is slightly increased. [u]Pulse rifles balancing[/u] -Reduce Initial accuracy Solidifies pulse rifles for being best at mid range. Initial bursts' become less accurate in encounters.[spoiler][/spoiler] [u]The Last Word and the Thorn adjustment[/u] [u]The Last word[/u]: -Reduce the range -Reduce hipfire window (optional) Firing it's first shots after aiming treats the bullets fired as hipfire shots. This makes it difficult to play against, as it becomes incredibly more consistent the closer you are. However the main concern is how much range is given to this gun allowing it to abuse that strength from further outside it's most effective areas(mid-close). A slight range decrease so impact is reduced more immediately from outside of its strength zones is necessary. [u]The Thorn[/u]: -Reduce bullets in the chamber from 9 to 7 -Reduce the range -Change DoT from 7x5 to 9x4 (optional) This weapon supports a cqc to mid play style, it is a three shot kill, has a faster reload speed after the update, and a higher fire rate with the possibility of a two shot kill. Minusing two bullets from the handcannon's chamber reduces the damage output overtime by making the player reload more often, forcing them to land shots more skillfully. With this the [i]final round[/i] perk would be more effective. Reducing the range will make players choose between [i]Send it[/i]- accurately and carefully placing shots to kill effectively because of the lower stability, or [i]Perfect Balance[/i]- allowing them to hammer away shots landing criticals more consistently in one place but at the cost of being less effective farther away due to lack of range. Otherwise [i]Snapshot[/i] would be used for players that are more on the move. Changing the DoT from 7dmg over 5 seconds to 9dmg over 4 seconds will reduce the amount of time it takes a Guardian(s) shield to recover. [u]No land beyond buff[/u] [u]General Changes [/u] -Make Glint Transparent -Reduce the sway (increase accuracy) -Reduce ADS zoom by 10-15% -Reduce range for more impact -Decrease the bullet chambering time -Armor piercing rounds that stagger [u]Upgrade/Perk Changes[/u] -Replace mulligan with Unflinching -"The Master" perk instead increases damage after [i]every[/i] shot landed for 3 seconds, on the next shot fired. This will stack up to twice. Meaning landing two shots in a row will increase the damage of your third shot making it the most deadly. -Add zoom while crouching to "The Master" perk. [spoiler] Body shots with the NLB in crucible should start at 171(accurized ballistics). Shots landed increase the damage from 171 to 198, then to 230 via " The Master" perk. This becomes helpful while taking down vehicles. It also makes for a more viable weapon in pve further increasing it's damage for every shot landed.[/spoiler] [u]The Necrocasm buff[/u] - Increase clip size from 42 up to 60 -Make curse thrall explosion consistent -Slight stability boost -(General) Auto rifle adjustment [u]Dragon's Breath Buff[/u] -Add Tracking -Add burn damage to solar flares [u]Super Good Advice buff[/u] -Increase stability -High Caliber rounds This weapon's stability was increased during a previous patch, but it still remains too inconsistent to be deemed an exotic. All Other heavy machine guns beat this gun in 3 to 4 stat categories as well. An because of the upgrade paths no build aside from a stability build works for this weapon, this is due to the amount of recoil produced by the fire rate. [u]Word of Crota buff[/u] -2 critical shots chamber 1 bullet -Adjust the sights, aiming is somewhat crooked. [i][b]Grenade Adjustments[/b][/i] [u][i]Tripmine Grenade[/i][/u] -Slightly reduce cone radius [u][i]Flux Grenade[/i][/u] -Increased explosion radius when stuck -Decreased radius when not stuck [i][u]Skip Grenade[/u][/i] -Increase stagger effect [i][u]Lightning Grenade[/u][/i] -Slightly reduce lightning height when thrown on wall [u][i]Spike Grenade[/i][/u] -Increased width [u][i]Shatter Grenade[/i][/u] -Increase stagger effect [u][i]Fusion Grenade[/i][/u] -Decrease explosion radius when stuck -Increased radius when not stuck The main task of adjusting the grenades is to better give them defining qualities that are very signature amongst the subclass and all classes in general while rounding off the grenades that get kills too easily. This gives certain grenades better ways to answer situations and increasing there usability. [i]Remember,[/i] each weapon has several upgrades to suite the weapon to different play styles and better accommodate any weaknesses. None of the weapons I'm speaking on are suggested to be nerfed in a way that hurts it's essential performance. The gameplay they promote will be some what altered, but the performance as far as play styles and how they are depicted do not change. [u][u][b]I'm editing this article on a daily basis, based on feedback and personal play testing.[/b][/u][/u] Thanks for reading. If you want another good read about suggestions please Check out this Destiny article on improving the Grind and Depth of the game, thanks. https://www.bungie.net/en/Forum/Post/123900905/0/0[/quote] Bump
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3 답변Why would you change the dot on thorn from 7x5 (35 damage) to 9x4 (36 damage)? That makes no sense because we are supposed to be fixing the weapon not making it stronger.
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1 답변Great suggestions! Agree with most, for thorn Id also suggest reducing the fire rate ever so slightly. Additionally: fix the mythoclast accuracy, it'll be a contender at mid range firefights again granting more versatility from the usual choice of hand cannons.
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2 답변I agree with all of this. I always thought of all of this but I couldn't put it into words. Nice Job!
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Some things I agree with but so many I don't. For instance if you notice the total DoT of thorn is increased per second and since it is not uncommon to se a tick of damage between shots you will only need one head shot and one body shot to kill making the weapon more unbalanced than it already is.
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