[u][b]SUBCLASSES[/b][/u]
[b]Hunters[/b]
[u]Bladedancers [/u]
Fixed hit registration on Arc Blade.
Fixed back stab perk to become more accurate at when it activates to lessen chances of front stab kill.
Increase base damage of Arc bolt grenades to 100, but add a 10% damage fall off for each succeeding person in the chain. For example, the first target hit with the grenade takes 100 damage and if the grenade connects to a second person they take 90 damage and a third would take 80 damage.
[u]Nighstalkers[/u]
Increase speed at which tether activates on targets.
Reduce the amount of immobility that smoked targets get. Targets hit with smoke have a [b][i]slightly[/i] [/b]easier time of escaping. Intended to reduce lethality of smoke/grenade combo.
[b]Warlocks[/b]
[u]Sunsingers[/u]
Reduce Firebolt DOT damage by two ticks when Viking Funeral is used. This will allow the opponent that is burning to survive a single body shot from most primary weapons. A single headshot will still kill burned target.
Increase the speed at which a target burns after being hit by a Firebolt. This will allow the burning target to start regenerating health a bit quicker and return to the fight slightly sooner.
Increase grenade recharge rate by 10% when user is using Radiance. This will allow Sunsingers to throw a few more grenades while super is active.
[u]Stormcaller[/u]
Landfall perk will no longer do any AOE damage. Instead its main function will be to blind enemies.
Slightly increase the radius at which opponents hit by Landfall will be blinded.
Increase base damage of Arc bolt grenades to 100, but add a 10% damage fall off for each succeeding person in the chain. For example, the first target hit with the grenade takes 100 damage and if the grenade connects to a second person they take 90 damage and a third would take 80 damage.
[b]Titans[/b]
[u]Sunbreaker[/u]
Return blast radius of Hammer of Sol back to pre 2.1 status.
Return Hammer speed back to pre 2.1 status.
Flameseeker will more aggressively track enemies. (A bug was introduced post 2.1 which made it do jack.)
Increase damage resistance of Hammer of Sol by 5%. The 2.1 patch initially reduced damage resistance by 9%. This is still a net decrease in damage resistance by 4%. This means that a Hammer of Sol will still be able to be shut down by the 1000 Yard Stare tier of sniper, but will be a little more survivable running around.
[u]Strikers[/u]
Fix melee and Shoulder Charge hit registration.
[u][b]GENERAL WEAPON CLASS ADJUSTMENTS[/b][/u]
[b]Auto Rifles[/b]
Increase base stability of Low ROF auto rifles by 10.
Increase base magazine of some Low ROF auto rifles by 2-5 shots. Auto rifles that are in this class that currently have around 22 bullets will benefit from this buff more then those that have closer to 30 bullets.
[b]Hand Cannons[/b]
Increase initial and final accuracy of all hand cannons.
This will affect all hand cannons, but low range hand cannons will feel the most change. At the mid to long ranges, if you are accurately aiming the bullet will still hit the target. It will just be subject to a harsher damage drop off due to its lower range stat.
This change is intended to reduce the chances of the phantom bullet effect.
[b]Sniper Rifles[/b]
Increase Sniper Rifle reserve ammo back up to a max of 18 shots at base and 22 shots with armor that increases ammo. The reduction of ammo given through every green brick will remain the same. This will be a bigger change to PVE, intended to reduce the special ammo shortage introduced post 2.2.
[b]Shotguns[/b]
Increase Shotgun reserve ammo back up to a max of 18 shots at base and 22 shots with armor that increases ammo. The reduction of ammo given through every green brick will remain the same. This will be a bigger change to PVE, intended to reduce the special ammo shortage introduced post 2.2.
Reintroduce Shot Package as a perk that can roll on Shotguns. However the perk will now decrease maximum range to compensate for tighter spread.
[b]Rocket Launchers[/b]
Rocket Launchers with Tripod will now receive the full three rockets upon Heavy pickup. All other rocket launchers will receive 2 shells, unless a piece of armor is worn to increase Rocket Launcher ammo. Leg armor with Rocket Launcher ammo will now work in PVP to give an extra rocket upon purple brick pick up.
[u][b]SPECIFIC GUN CHANGES[/b][/u]
[b]Doctrine of Passing[/b]
Decrease base range by 10 to reduce effectiveness at the mid to long range encounters.
Remove Smallbore as perk in the middle tree and instead replace it with Reinforced Barrel. This will allow players who want that extra range to play like that at the expense of some stability.
[b]Fabian Strategy[/b]
The Front Lines perk now has a larger radius for when it activates.
[b]The Last Word[/b]
Hip firing this weapon will now also grant additional range when the Last Word perk is activated. Functionally it acts as the opposite of the Dead Eye perk found on the First Curse. The Last Word perk will continue to no longer grant additional damage.
[b]Hawkmoon[/b]
Increase Luck in the Chamber and Holding Aces perk damage modifiers back up 1.3x to allow for more consistent two headshot capabilities when those perks activate. As it is now, very often Hawkmoon will still need three headshots even when LiTC or HA activate due their reduced damage, effectively making them useless.
[b]Longbow Synthesis and LDR [/b]
Increase base reserve ammo to bring them in line with other sniper rifles. There is currently a bug that causes them to be unaffected by armor that grants additional ammo even when two armor pieces are stacked together.
[u][b]GENERAL SANDBOX AND PERK CHANGES[/b][/u]
Removed Guerrilla Fighter, Exhumed and Surrounded from the rollable perk tree of all weapons. Any weapon that currently has these perks will have them replaced by Underdog, Last Resort or Mulligan depending on the type of gun.
Special ammo crates in the Crucible now only spawn in twice per match at the 8 minute and 4 minute mark. Heavy ammo will spawn in at the 5 minute mark. This is to balance the change in how special weapon reserve ammo is handled.
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14 OdpowiedziTl;Dr, but after skimming it looks like you just want things go favor your play style. Please do us all a favor and remove your fingers so you won't be able to type more garbage like this.
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Add back the daily packages from doing public events. [spoiler]the ones that gave like 5000 xp and strange coins[/spoiler] And add back the bonus xp and rep from doing nightfall!!
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Quit trying to ruin warlock classes just because you don't like them in pvp. Some of us like pve and I'm tired of pvp ruining pve. Destiny is a pve game first.
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1 OdpowiedźEdytowany przez użytkownika Brokenspade: 4/22/2016 11:26:34 PMThis would break PvP. It would be worse than the age of the vex/suros tyranny
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So you want hammers to be op again... And ruin a great auto... No thanks... Not until mida deals the damage it should [spoiler]rl with tripod get 3 shots in pvp[/spoiler]
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Nerf hunters not buff them Disagree with post completely
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Warlocks are fine. Chill.
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2 OdpowiedziSell armor mats
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6 OdpowiedziI stopped at tether activating faster...cause if you want that then it should not cause any damage what so ever.
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obvious titan is obvious. "Fix" hunters, nerf warlocks, buff sunbreaker back to its op status. Buff it's neutral game, the super is fine
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They've already done half the stuff here but still doesn't please you eh
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Can we get fabian to not lose damage when it speeds up plz. Id really like it to deal 20 damage at the same fire rate as a doctrine Also #theupdatewewillneverget
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2 OdpowiedziMy thoughts on some of this: Bladedancer: I'd also suggest boosting DR to 55%. What was too much for Sunbreaker (throwing hammers) is OK for them (has to get up close to kill). Sunbreaker: I think that if explosion radius and speed were restored, the Super would be about where is should be, even with the DR at 50%. Though I wouldn't say no to 52! Fabian: Fix the Front Lines perk so that rate of fire increases (maybe not [i]quite [/i]as much), but damage does not decrease. The range is fine.
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5 OdpowiedziMeanwhile I agree with you on most of this (especially with the wombo combo), I don't like the Stormcaller Landfall change. It would render it [b]ALMOST[/b] completely useless in PvP, in the sense that you are supposed to suprise you're enemies. I run Fusions for Sunsinger so firebolts don't affect me.
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2 OdpowiedziSo basically Buff Hunters and snipers and TLW And nerf what's reckking you Lol
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2 OdpowiedziYou suggest nerfs for both Sunsingers and Stormcallers, and yet none of the statistics available suggest that either of those classes are exactly killing it right now. That's probably why they didn't get nerfed very much in the last go around.
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2 OdpowiedziNo especially with guerrilla fighter it's a really good perk on snipers
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I think Landfall is fine. But Viking Funeral should just increase the tick damage by x2. So you burn for half the time as now, but with the same damage
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7 OdpowiedziJust a question. I have a legendary shader, legendary emblem, and full set of DO gear including Mark and the exotic quest is not making a progress. What am I doing wrong? Any help with this would be greatly appreciated. Done Crucis with some wins, killed some guardians, minions of the dark, and Heroic Strikes and nothing. ????????????????????????
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Here's a update and patch notes: Leave the fu#king game alone. With each update seems like guardians are getting weaker
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Terrible math The sunbreakers are currently at 50%. The -9% was multiplicative Arc bolt -10% would be 100, 90, 81, etc
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1 OdpowiedźI liked everything about the subclasses, but you forgot about Defender (The least used subclass for PvP). I don't agree with any of your weapon changes (even the buffs), and the change to special ammo would be ridiculous. Also Rifled Barrel increases range at the cost of reload speed not stability.
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No more nerfs please!
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1 OdpowiedźIs this true??
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1 Odpowiedź- Fixed an issue where the sandbox team would listen to the community