JavaScript is required to use Bungie.net

Forums

originally posted in: General Destiny Ideas
Edited by VagueWisdom: 3/16/2015 12:26:21 PM
9
[u][i][b]PART 2[/b][/i][/u] [b]WEAPONS[/b] Players should be able to swap out a weapon's mods & abilities, & it would be done through the Gunsmith (honestly his only purpose endgame is weapon synthesis). This new aspect would involve a rank system like the various reputations. From the start you would be able to modify Uncommon, Rare, & Legendary (raid gear not included in that) for 3000 Glimmer & maybe some weapon parts, to swap out a single ability slot. Slots that can be modified are, sight options/stat modifiers, the tier 1 special ability, general modifier options, & the tier 2 special ability. As rank goes up it gets cheaper to change mods, cheapest at 1500 which would be rank 10. At rank 5 you unlock the ability to modify exotics & raid gear for 5000 Glimmer, 2500 at rank 15. Slots that can be modified for these are the sight options on raid gear, the stat modifiers on exotics, & the general modifier options. The tier 1 & 2 abilities on raid & exotic gear can't be changed, as they usually have abilities no other weapon can have. Each 2 ranks after 15 unlock special weapon modifiers that wouldn't otherwise be found on anything but raid gear. Example: Black Hammer's special ability where a player must get all critical shots to get a free magazine. Of course Exotic abilities can't be unlocked through this. Example, I got an Auto Rifle with fairly balanced stats, stats I can otherwise work with, or the stats don't matter because I already have an Auto Rifle with identical stats, so I decide the best modifiers are a tossup between skip rounds or penetrating rounds. This is because I want this Auto Rifle to be flexible in special situations, a situation in which the enemy tries to escape cause they know they're screwed so I pop on penetrating rounds so his cover for escape doesn't get in my way, or skip rounds so I know for sure my bullets will hunt him down. I feel this should be a part of the game because there's no reason to be a collector of gear, at all. Really the only reason to even get gear is because it fits a person's play style & it kicks ass in general, which pertains to what? Only exotic & raid gear... yeah. Another reason is because the abilities make a weapon unique, further increasing the player's desire to collect, & it will add layers of strategy which will create fine tuned play styles that players can have fun with. Given that any ability or modifier can be swapped, this also means a serious rebalance between these abilities & modifiers is in order, even across rarities, & care will have to taken to prevent ability swaps that contradict an exotic weapon's exotic ability, such as Hardlight's Volatile Light. It's a clear given that skip & penetrating rounds are not an option for this weapon, unless of course it's made so that the abilities can be used, but just stack, which I don't see as a good idea. The Gunsmith rank should carry over to other characters because if it doesn't, everyone will just vault gear over to the character with the best rank. Just cut the middle man this time. This is also a good moment to say that Skip rounds should be adjusted so that they ricochet up to 3 times, 2 for snipers & handcannons depending on impact angle. Penetrating rounds should be adjusted so that Snipers penetrate 2 objects while all other weapons that can use this mod only does it once. Hardlight should be adjusted to have the moderation of both sides, penetrate 1 wall & ricochet 2 times while it would be angle dependent. Thorn's Mark of the Devourer states it can overpenetrate, so I think it should be able to go through 1 object. I've read PvPers have complained of this, which is why, as stated before, a serious rebalance of the mods is needed.
English

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by VagueWisdom: 4/7/2015 10:02:18 AM
    This is a mistake.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by VagueWisdom: 4/26/2015 7:32:54 AM
    [u][i][b]PART 3[/b][/i][/u] The Firefly (<== wth is this link about? just ignore those) effect should be adjusted to reflect the element damage. It's currently a simple fireburst, which is fine for Solar, but a different explosion should be used for Arc & Void. Arc can just be lightning bolts, Void can have the Vortex effect, while both will have appropriate sounds applied. Same should go for Explosive Rounds. If the weapon is Kinetic with Firefly or explosive rounds, then the explosion should act quick & bright as if it were a straight up grenade. The Knee Pads mod should stack with a Hunter's Fleet Footed perk. Really anything that should stack but doesn't should be made so. Pre-DLC weapons should be reintroduced alongside DLC weapons in Vanguard & Crucible. Dead Orbit recognizes the use of a Pulse Rifle, as does New Monarchy. FWC seeks better fire-rate through Auto Rifles. The sniper glint wasn't properly implemented into the game. It's always visible; a scope is not a signal mirror. The only time the glint is not so visible is if the victim also sees the sun or sky behind the sniper. The cone idea is okay, but the brightness & size of the glint should gradually reduce to 'not there' at the edge of the cone. If it is Night Hours in the environment, otherwise low light setting (shadows included), or simply facing away from the sun or light source, glint should be further reduced, a lot in fact. If the sniper is aiming towards a very bright source such as the sun, I'd say it would be extremely fair to make the glint twice as large & bright as it is now, but only if this idea is put in game. What determines if the glint is bright is if a light source is actually visible in the scope while ADS. Makes sense, & gives a player a chance to correct their self before becoming a target. Any invisibility perks should automatically cancel out glint & no it wouldn't be unbalanced because the perks last 10 seconds at most & as a sniper, that's not long, maybe for a shotgun but not a sniper. I know a lot of people might be annoyed by that, but think for a moment about what purpose each class is supposed to serve. Most Crucible maps are small or cramped anyway. This will add to the strategy factor. Anyone who consistently goes to a straight-away while a Ghosting Hunter is covering with a Sniper, deserves to get wrecked, just like anyone charging into a small room while a Melee build Force Barrier Titan is wielding a Shotgun deserves to get wrecked. No Land Beyond has really bad reception at the moment. It uses iron sights, there's no excuse to justify shafting this weapon with glint, or applying a usual 'sniper scope zoom' to the sights. There should be no zoom & no glint, ever. The bolt actuation needs to be sped up. The reserve ammo bug should be fixed. Considering that the rate of fire will still be slower than Ice Breaker even with a sped up bolt, it should deal equal or more damage. If the damage gets a boost in this manner the 12 shot backpack reserve can stay the same. The exotic ability should change so that chest shots get a damage bonus. Fourth Horseman. Gotta get that range, & does anyone feel like it should've been a 4 shot break action? I do. I honestly feel it should be that & instead of full auto, make it feel semi-auto & reload like a true break action shotgun. Make it specialize in range & impact but fire a little slower than Invective which will be fine because the stability & reload is what will be low to the point where players are encouraged to aim & not spam. Basically a Felwinter's Lie with higher rate of fire & lower reload speed. The Return to Sender perk should be changed so that it's actually exotic, so always giving a shell for each kill, in which 1 kill gets 1 shell all the time, also Thunderer, is that supposed to be exotic? LOL. This will work because the stability & reload will be very low as said. In light of this Final Round should be replaced as it will be overpowered to get kills with Final Round just to get another guaranteed Final Round. It's an exotic shotgun & Felwinter's Lie is one tier lower as legendary so 4th Horseman deserves it. I believe this weapon needs this archetype rehash because, Invective. We already have a full auto exotic shotty. Be more innovative. Universal Remote. Felwinter's Lie with its almighty damage & range will outperform the patheticness of this exotic weapon's exotic ability any day. Universal solution, instead of simply tightening the spread from ADS, actually change the projectile completely into a rifle round. From here we will call this round a slug. This slug should have a 1HKO within a range of 1.5x of Felwinter's Lie. Outside of that range it will be 2+ shots to kill. If a headshot, 1HKO range is 4x Felwinter's Lie. The base stats without ADS could use a smidge more range. If you're wondering why I'm using Felwinter's Lie as an example, it's because its archetype as a shotgun makes it the best legendary shotgun for range & 1HKO, but anyone can easily wonder why someone would think this shotgun deserves to be the best despite being legendary. Yes it's Iron Banner, but it allows players to equip an exotic despite Felwinter's Lie's already apparent ability to PWN, which is why any exotic shotgun that is range & impact niche deserves to outperform it, whether it be my suggestion that 4th Horseman be the same archetype except with higher semi-auto fire rate & lower reload or Universal Remote actually behaving like its Grimoire describes. This weapon actually is so good, it is oversused, so instead of nerfing range or impact (usual go-to choice), nerf the fire rate so that it's more punishing to miss. Fels is a unique shotgun archetype all its own (at least until 4th Horseman gets rehashed to my suggestion), & it should stay that way in all its glory. Pocket Infinity. The exotic ability reduces damage for each full auto burst. Considering this, reducing damage on consecutive bursts nulls the point of the exotic ability, which is crowd control. The charge rate is low, that's fine. The stability is low, that's fine. Why is damage getting so low then? Don't say balancing reasons because that's the purpose of low charge rate & stability on a gun like this. Ice Breaker, the ammo counter has a contrast problem depending on the lighting in the environment. If it's dark it's easy to tell which of those little lights are lit or not, but when it's bright, the ammo indicator lights become equal brightness whether on or off. Just a little issue I noticed. I still think the exotic ability should get a bigger explosion. Super Good Advice. Purposely making the recoil pattern unmanageable to the point where the exotic ability is a MUST, is a terrible method of balancing an exotic weapon. Murmur, or any weapon with the element swap ability, should be able to swap elements without going in menu because if not, players might as well switch to a different weapon altogether & get the same effect. It doesn't have much utility beyond making efficient use of inventory space. Should be bound to holding L3 for a half second, in which player highlighting works after the release of a simple click. Patience & Time. In accordance to the idea that invis should cancel glint, the low ammo reserve can stay the same. Shotguns that are full-auto or semi-auto should have the pump-action animation removed except for when the player reloads. It just feels weird to do a single shot from Invective & a pump animation still happens even though it's full auto. It'd be really cool to have dual render scopes when the scope, or even a regular sight has a zoom modifier. SMGs, new primary weapon type. Overall rate of fire is 2.5x an Auto Rifle with 50% reduction to Range & 25% reduction to Impact compared to an Auto Rifle, but with a built in agility stat, not too high though. Semi-Auto Pistols, strange type special weapon, better fire-rate (should be very fast but not to allow players to use controller mods to take advantage), accuracy, recoil, & magazine. Range & Impact similar to Auto Rifles, resulting in magazine not able to, or barely able to carry the low damage. Redeeming factor being very high swap times & built in agility stat like SMGs. True sidearm for when the enemy is on the ropes but you need to reload your primary. Exotic could be a machine pistol. I'm not sure what to decide between for a new type of heavy weapon. Multi-Grenade launcher, or Multi Mini-Missile launcher. Both of them would have much smaller blast radius & less impact, but bigger mags than a Rocket launcher. Handcannons should have a built in agility stat as well. SMGs, pistols, & revolvers are fairly small, so a player's agility should be moderately modified to reflect this. The Auto Rifle archetype that has max rate of fire is the worst type of auto rifle you can get out of Destiny. A player shouldn't feel the need to put on Perfect Balance just to make these weapons useful. They need either an impact buff or a stability buff. I think either one could be done which would create a sub-archetype. High RoF, Moderate Stability, low Impact, or, High RoF, Moderate Impact, Low Stability. Necrochasm sucks. It's the same auto rifle archetype as was just stated, except, its exotic ability is solely dependent on accuracy & precision & it has a pathetic clip size. It should get an archetype rehash. General weapon ideas. If new content is going to be added, they should feel one of a kind. No one likes copypasta weapons. We want innovation, not some lame cousin. That doesn't mean entirely new weapon abilities need to be made, though an idea. It means we want different visuals & weapon quirks.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by VagueWisdom: 4/22/2015 10:00:48 PM
    [u][i][b]PART 4[/b][/i][/u] [b]ARMOR[/b] Armor should follow suit with weapons in which they can be modified. 15 ranks, 1-10 makes uncommon to legendary cost 3000 Glimmer & some armor material lowered to 1500. Rank 5 unlocks Raid & Exotic modifying for 5000 & armor material, to rank 15 cost 2500. The abilities & upgrades that come with armor should be fixed & unchangeable, but what can be changed is the Intellect, Discipline, & Strength attributes. Example, Aclyophage Symbiote, it has grenade buff abilities that also put back into super energy so I might want to max Discipline, I can get the most out of Last Man Standing by maxing Intellect with the occasional grenade, or I can balance it between both. This along with weapon mods adds another layer of customizing & on top of being able to bring armor to the level cap, encourages players to create builds, Super builds, Grenade builds, Melee builds, balance of 2, or balance of 3. Then there's the weapon modifiers on armor. It would be very interesting to see a Melee build tank Defender catered to Shotguns, or Balance build Gunslinger using the gunskill build catered to Hancannons. I've noticed that some armor can have other versions of itself with different perks. For these, they can have perks added on as long as those perks can occur on that armor, but can't have perks used simultaneously like on weapons. In other words, these armors can have expanded perk columns on their upgrade trees. This is balanced as compared to other armor that can't do this because armor that can't will have set attribute that tie into their perks while armor that can won't be capable of it due to variability of perks. The Intellect, Discipline, & Strength values should have an in-game explanation as to what value someone needs to get 100%. If someone creates a strict build (super, grenade, or melee) where only one stat is maxed while the others are 0, I can tell that currently, they're going to break the 100% requirement easy. It's a bummer to know that limit breaking a stat doesn't have a reward. If one field is maxed while the other two are 0 then a player should benefit from this by getting an increase to 150%. I've read that if a player equips two armor pieces that both have perks of the exact same effect pertaining to melee, grenade, super, special/heavy ammo boosters, or light orbs, they won't stack but will with class & weapon perks & other ammo boosters. This should be changed so that it does. It makes sense & it's a wasted perk slot of it doesn't. Example. No one said heavy ammo was easy to get, or maxed out at 300 just from one heavy ammo drop. Ever heard of snowballing? A player who is a "snowballer" starts not so effective then grows more effective over time, which is what a heavy ammo booster is, a snowballer perk. It's completely useless in Crucible if a player can't stay alive long enough to get 300 rounds. That makes it fair. Starfire Protocol. Using a Fusion grenade, Gift of the Sun, & Starfire Protocol doesn't give a player 3 grenades. Sticky grenades aren't that useful, yes they're an insta-kill, but only for one kill. Who says it'd be OP? Well, who said that spamming 3 grenades didn't make a player wait for a full 3x cooldown on their 3 grenades? I prefer an AoE grenade anyway because an AoE grenade thrown in the right situation can get multi-kills. Arcbolt Grenades get doubles & triples easy. Pre-DLC armor should be reintroduced alongside DLC armor in Vanguard & Crucible. The Faction armors between Dead Orbit, New Monarchy, & FWC all look the same. I've seen the difference between legendary gear & rare gear. Clearly more aesthetic creativity went into the rare gear. Example: Cryptid helm, one version looks like a dusty assassin from the future. Oh, it sucks compared to legendary carbon copies. That's just lazy. I'm not even asking for completely new designs. I'm asking for implementation of the vast amount of work put into the design of the rare tier armor to be applied to the faction armor. To be able to tell the difference there will have to be print that shows up no matter the shader, like the Crucible armor compared to Vangaurd armor. The Faction Scout Rifles all look the same as well. [b]VAULT[/b] Because gear collecting will be encouraged, the Vault will need a massive increase. It still does despite the current expansion. [b]SHIPS[/b] Okay these need to serve more purpose than a fanciful loading screen. I wanna see space battle story missions/strikes where players have to use their ships to blow up a bunch of Fallen Skiffs & whatever other enemy ship types that will inevitably need to be created for such content. They then need to dock a Ketch & give a boot to backside treatment to some Kell who managed to get cooperation among the houses to have their Servitors partition Rasputin to a single drive. Rasputin really should trust what's left of humanity. There should be missions below atmosphere on the planets & moons as well. Idea for Destiny 2. I know this idea won't be possible for this Destiny, but in Destiny 2 just scrap the idea that an entire ship is legendary or exotic. Given the unique parts & pieces of each ship, these pieces should be modular & interchangeable, & I think for each time a player finds a new ship blueprint, each piece of that ship gets logged for later uses, tests, & improvements, opening up new types of bounties & material requirements for building & improving ship pieces, eventually leading to legendary & exotic pieces. The game now has ship build types, tanky (armor &/or shield), damage &/or attack versatility, speed &/or mobility, range &/or accuracy, ammo capacity &/or recharge, & radar ability (finds useful space debris & finds & targets enemies further away). The current ship pieces in the current Destiny could be used. The ships are awesome in appearance already, they just need to be functional. When it comes to patrolling space there should be very high risk. If destruction of a player ship is imminent, an auto eject escape pod type cockpit should activate & lead to the nearest planet or moon. This aspect of the game is where the player has a ship who's sole purpose is to transport i.e. what it is currently in the game, that auto pilots to their sorry ass & takes them to orbit. The player then has to wait for a new ship, spend an ungodly amount of resource if they don't want to wait, they were smart & had another ship ready, or had that ungodly amount of resource saved up somewhere. If the idea that ships are difficult to regain after a loss doesn't look appealing, then there should be a quest line that enables ships to materialize or disintegrate the same way a Sparrow does. It should be a difficult one that largely involves the ship, that way, players are encouraged to get good with the aspect of the game instead of relying on respawn the whole time. I've seen players like that on Weekly Heroics. Had to clutch revive a level 28 & 32 at the boss of the level 30 strike, even though I was also level 28. Ward of Dawn is awesome. How does someone be level 32 & die that easy? Getting carried through Crota's End. Probably can't even do it hard mode. [b]MELEE WEAPONS[/b] This one is very controversial. How will it be balanced against shotguns? That's a tough one. We all know for sure that it's definitely not gonna be insta-kill though, we've got melee abilities already. If it gets implemented, say one player is using a melee weapon, the other isn't, there should be an ability to parry for reduced damage with a 1 second stun, like how in Halo Reach if you melee you could survive one Energy Sword swing. The chance of a parry was fair timing & skill. If two players duel with melee weapons, there should be an ability to block for reduced damage, but if one does, it will only be effective if they time it for a 1 second stun as before, & if they try to block at the wrong moment or for too long, the other player doesn't get stunned & can follow up. I'd class this under a Destiny 2 idea cause it's gonna be a hefty project. Hammers, Axes, Swords, & Daggers. Aegis the Exotic Shield anyone? [b]GEAR & CHARACTER STATS[/b] Gear stats should be numbered so that it's easy to calculate how useful a weapon is. Bar stats don't have tangible numbers, & currently they lie too. Hopefully that's fixed. Health should have a number value in the pause menu displayed by Armor. The health bar at the top of the screen works like this, [ | | ] the left portion is blood health because it turns red when the bar gets reduced to it, the center & right is your shield. They appear to refill separately, blood health refills then pauses then the player must wait a bit more fore the shield. Given that, Recovery should display the seconds it takes to initiate refill after damage ceases, with blood & shield showing separate times since they refill separately, & the time it takes for the shield bar to refill from empty to full once refill is initiated. Agility will have a 1-100 intensity scale, & it should have an overall buff so that it's more useful for horizontal movement, not just jump height.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by VagueWisdom: 4/26/2015 7:43:11 AM
    [u][i][b]PART 5[/b][/i][/u] [b]CLASSES & SUPERS[/b] I'm primarily a hunter so I don't know everything that should change for the Titan or Warlock, but Vanish for Arc Blade, is useless. Vanish is a Super ability so for all intents & purposes, should be Super, so if I'm running full speed, I shouldn't be getting this blue energy surrounding me, & shouldn't cancel because Blink is used. Now if you think it's OP, well for Vanish to actually serve its purpose is for me to Vanish immediately after I activate Arc Blade while out of sight, then move in on the enemy, which means I have to use some time & charge to use Vanish & move in towards a target. Onslaught is automatically cut by [at least] a third because of that. Players have to activate Arc Blade while out of sight regardless or they die. Vanish is disabled once an attack happens anyway, that aspect can stay. Using Vanish when Arc Blade is about to end so cloaking can last after it's over, I'm not sure if the cloaking should act Super or if it should act like the Stalker ability as if it weren't super. I'm thinking it should act like Stalker. Stealth perks are kinda bad, they should be buffed so that the blue energy doesn't show up unless full on sprinting. For balancing purposes, if say a sniper is going against a ghoster who isn't moving, the "light warping silhouette" should be noticeable depending on the zoom but can't be noticed if a player is too far without any scope for visual help. So invis with this idea in mind would function like the invis that stealth vandals use. The silhouette is heavy due to the bending of light alone which allows players to spot a stealth vandal despite lack of a blue energy tint handicap, even if they're not moving. This is how invis should work. On Gunslinger, the Throwing knife, I noticed there is a minor aim assist for precision throws, making it hit the head as long as aim is general to it. For the Vex, the precision aim assist still goes for the head. It shouldn't be like that. It should either apply aim assist to their glowing white gut, or remove the aim assist. Minotaurs should have aim assist to their head still. Some will think that's stupid. The thing is, if a Minotaur becomes headless, yeah they charge at players, but they can't recharge their shields. The only exception to that rule is the Precursor Minotaur, who's shields come back even when headless, though it's still useful if a player can manage to get a berserk one by their self. I believe in PvP, the Throwing Knife should be a 1HKO on precision throws. The Warlock & Titan Lift & Glide are floaty & vulnerable. Most would prefer the Hunter's simple double or triple jump, so I believe lift & glide should allow players to aim & fire their weapon without canceling their jump. Hunter's will still have their advantage with the double & triple jump because they're more difficult to aim at than the floaty Lift & Glide. That & aiming & firing during those maneuvers would be difficult due to the accuracy stat reduction while airborne so it would still be fair. The Voidwalker Surge melee modifier is supposed to boost movement speed, & it does, but I noticed when I sprint during Surge, I don't go faster than a regular run. That needs to change. Life Steal should function so that the player still recovers health based on the max value of the players health bar minus the damage value afterward. Any class perk that recovers health needs to function that way. The Titan Storm Fist is nothing compared to Disintegrate. Storm Fist has negligible bonus damage & Disintegrate always works because if it doesn't kill the enemy, it's fine because Disintegrate can't be used unless the enemy actually dies from a melee. Storm Fist needs to be buffed so it has 60% bonus damage, so in PvP it's an 1HKO, & PvE it's actually useful besides its Arc damage. Striker is a damage type subclass while Defender is tank type, so why not make it so they live up to those expectations? Also, Juggernaut should function like Shoulder Charge in that it doesn't cancel if the player jumps. It's very buggy because of that.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by VagueWisdom: 4/26/2015 7:53:00 AM
    [u][i][b]PART 6[/b][/i][/u] Each subclass should have special built in abilities that make them more niche for what they serve. Probably a Destiny 2 idea. Each ability will have 6 modifiers & only two can be chosen at a time (exotic buffs can increase that to 3 but no more). The modifiers will only work with the respective built in ability while the effects are active. The current ideas are probably unbalanced one way or another & I'm not sure what parts should be scrapped, or if this idea is terrible & should be given up on entirely. Here's what I think right now. Gunslinger. Crouching & staying still increases weapon stability & accuracy (not Gunslinger's Trance), & will only be effective for as long as the player can stay still while crouched. If the player moves or stops being crouched, the effect is canceled, but when it is, the player gets an ADS, Swap Time, & Reload bonus for 6 seconds, however the player must have been crouched & still for at least 15 seconds for it to work. (1) A cursor is displayed when the player holds L1 to show where their grenade will land along with blast area, holding R1 will show where the Throwing Knife will land & has a lead cursor to compensate for enemy movement, like how in Halo Reach if a player was an Elite using a Plasma Repeater they'd get a lead cursor for enemy movement. (2) The time required to be crouched & still is reduced to 7 seconds. (3) Assuming the player waited long enough, they now get bonus movement speed of 30% on top of their weapon handling bonuses. (4) The Unflinching effect is applied while crouched & still. (5) While crouched, spotting an enemy that goes behind cover enables an ability to see their silhouette which is a neon red glow & a chance to wall penetrate (same effect as Armor Piercing rounds) which lasts 1.5 seconds. (6) The weapon handling bonus gains a portion of the stability perks from the still crouch. Bladedancer. Sprinting for 4 seconds enables a 50% speed bonus, & invis with the usual bright blue energy glow associated with sprinting, except the player's radar position blinks as if they're crouched instead of disappearing. From the start of the sprint, the effect lasts 14 seconds, so 10 seconds gets the bonus & stopping short still cancels the effect. (1) Move even faster with a 75% speed bonus. (2) Remove radar blink for an easier flank. (3) Reduce the amount of blue energy. (4) A successful double kill within 5 seconds after canceling the sprint grants a 5 second shield. (5) Canceling the sprint grants the ability to auto snap ADS the equipped weapon to the nearest enemy within a fixed range & 'aim cone' based on the weapon for 2 seconds. (6) Jumping while sprinting instead is replaced with a forward Blink dash. Striker. Melee kills trigger "Berserk" which doubles melee attack speed. Movement speed & damage resist increase by 50%. Lasts 5 seconds & can continue for each melee kill. Because I'm asking for a fair buff on Storm Fist, Storm Fist is incapable of triggering Berserk, & neither is Shoulder Charge, they can however help continue the rampage if it's already active. The intial melee kill does not grant modifier perks unless stated so. (1) Successful melee kills create Aftermath. (2) Melee kills heal the player. A shield is granted if already full health (trust me, that'll be near impossible) (3) All forms of melee attacks deal half damage to the player while berserk. (4) Pressing L1 while Berserk causes the flash bang effect & is only usable once per 2 melee kills. Example, I go berserk, use flash, I must get 2 melee kills to use it again. (5) Storm Fist recharges faster while Berserk & gets a cooldown bonus for melee kills. Juggernaut & Shoulder charge are usable in half the time. (6) Start with full health on the initial melee kill. Get a shield if full health (again, good luck getting that). Defender. Absorbing damage charges the ability to deploy a one way shield wall that lasts 3 seconds. Dying causes a charge penalty. Bound to holding Square for a half second. (1) Increase the size of the shield. (2) The shield now lasts 5 seconds. (3) All projectiles, including explosives but not supers, are reflected back to the enemy at the spot where they were fired. The projectiles now acts as if the player has shot or thrown them. (4) Successful kills, including kills by teammates, with the shield charge the next shield. (5) The shield is cloaked. (6) Enemies who touch the shield are damaged. If the shield is deployed on top of an enemy, massive damage is dealt. Voidwalker. Successful kills & assists charge an ability to throw an energy ball that draws enemies to the center. Dying causes a charge penalty. Bound to holding square for a half second. Hitting Ward of Dawn or the one way shield protects those on the other side. (1) An enemy who is hit directly is dealt massive damage (not as much as Nova Bomb). If they die, it creates a cool effect of them being "sucked into the Void". (2) Increased suction radius. (3) Successful kills & assists by anyone grants a cooldown reduction to the respective player. Must be done within 2 seconds. (4) The player doesn't throw an energy ball. Instead, holding square creates a cursor of where the ability will happen. This can still be blocked by WoD & other shields. If no enemies are around to be drawn in, the ability is canceled & saved for later. (5) Enemies affected are slowed for 2 seconds. (6) If at least 3 enemies are killed, Energy Drain applies all 3 perks, Surge, Life Steal (this gives a shield instead), & Soul Rip to the player & participating teammates. Sunsinger. Holding square cuts 20 seconds of charge from the grenade & melee abilities each to send a circlular fire wave that grants Agility & Recovery stat buffs to nearby allies for 7 seconds. (1) Enemies caught inside are Ignited. (2) Enemies experience Solar Wind away from the player. (3) Increase element effect chance on player's & teammates' weapons & abilities. (4) Having the entire team receive the buff cuts less ability charge. (5) Grant teammates cool down reduction. (6) The next grenade or melee ability used by the player & teammates is more effective. The grenade has more explosive range. The melee has more damage. Canceled by death. This should encourage tactical play & team work in both PvP & PvE.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by VagueWisdom: 4/4/2015 5:26:20 PM
    [u][i][b]PART 7[/b][/i][/u] [b]GRIMOIRE[/b] [i][u][b]IN-GAME[/b][/u][/i] [b]ENEMY WEAPONS[/b] This is almost as delicate as the Melee weapon idea, so I believe we should start with quest lines that involve the Gunsmith & maybe some other people cooperating to further understand enemy firearms, which would require the player to obtain an enemy weapon that's useable, turn it in, then conduct mass murder with a prototype while Ghost does his analysis ordeal (yes I think dual Shock Daggers & Blades would be awesome but like I stated, melee weapons in the game is touchy but maybe they could just run out of charge after a certain time, like the Hive Cleaver & not be useable in PvP). These weapons would only be useable in PvE, & PvP will have select playlists that don't affect competitive stats (I know some people still try to act like this can be an MLG game) to allow players to do rough tests of the gear, while the other playlist will prevent entry until the gear is unequipped. I've read there is an exotic shotgun that is supposed to be introduced called Lord of Wolves & looks a lot like a Fallen weapon. Maybe a Shrapnel Launcher? I doubt it but it'd be cool. [b]ENEMIES & ENVIRONMENT[/b] All of the enemies need a serious AI update so that they behave according to their grimoire. Example, the Cabal Phalanx shield, "It has integrated sensors that relay information... allowing nearby units to coordinate more effectively." What? I didn't know they even coordinated. The Vex Hobgoblin, "Attacking a Hobgoblin often triggers a defensive reflex - the Hobgoblin seals itself in stasis & waits for help." At no point did I see a swarm of Goblins teleport to help out a Hobgoblin in its red field. Shanks, Servitors, Wizards, & Harpies should be more capable of verticality (Gorgons are practically blind in a cave so it makes sense for them to stay near ground). Cabal should be very coordinated in the presence of a Phalanx or Centurion & it would make sense for them to still be able to shoot at a player even when they're using the jump pack. With a Phalanx or Centurion in line of sight to the player, any Cabal unit can fire a Projection Rifle in cover & hit a player. The Projection Rifle "feeds ballistic data to each projectile", so the rounds should be able to blow up in proximity if a player is in the air. The Vex should always be coordinated, "one mind", as if they're ready to teleport behind you because all of them know what each other sees. The Minotaur should be able to blind fire a Torch Hammer while out of sight because at least one Goblin can see a player. Hobgoblins should have better chances of hitting players when using a Line Rifle at sniper range. The Fallen Sword Vandals should feel more sneaky, by consistently hiding behind something until some Dreg gives a signal a player is really close, or rushing you if they spot you passing, attacking from behind. Fallen have cloaking abilities, it would make sense for Vandals to have the ability to not appear on radar if they stay still even without their camo, but appear once moving. Shanks are described as scout units, so they should be able to relay player position, & so should a Servitor & Captain. Like Line Rifle Hobgoblins, Vandals with Wire Rifles should have better chances of hitting players at sniper range. The Hive. The Wizard's dark fog should be darker, usable as cover for Acolytes & Knights, a distraction because the previous was tried, & if a bunch of units are low health, they should bunch up behind something so a Wizard can use the dark fog to heal them, while units with more health stay out & fight more. The Wizards also have access to 'sorceries', so any Acolyte & Knight in line of sight to the player, the Wizard knows, & can relay that to any other unit, which means the Knight can fire a Boomer from behind a rock & still hit players because at least one Acolyte was poking his head out & could see the player. The Hive should feel like the type of enemy a player encounters at midnight in the Cosmodrone, or any place really dark. Also, it feels really weird to find Hive in broad daylight. If Hive are going to be found during the day, it should be a massive attack in which a group of Wizards are conducting a ritual to sap the ambient light of the battle ground, causing darkness. The Hive devour light remember. In general, as long as a leadership or scout unit is alive, the enemy should be coordinated. Without a leader or scout, they can still coordinate, but very limited. The Hive without a Wizard are blinded by their own darkness. The Cabal without Phalanxes or Centurions are just a bunch of cannon fodder. The Fallen without a Captain, Shank, or Servitor, are as lost as the wandering pirates they usually are. The Vex, are "always one mind". Majors & Ultras can function as leadership units as well. Besides all that, enemy AI should be somewhat adaptable, so if they are losing units very quick, they should become very defensive & mindful of cover. Heck they should run the hell away if losing is inevitable, like Thrall hesitating to charge a player because they're looking at them. I don't think it should be impossible to be a lone wolf but if a player is going to play that way it should feel like 1 vs. 100. If with a group it should feel like a game of chess where the enemy is looking for ways to pick apart the group, like trapping them in a corner, or splitting them up. Like a team of three is fairly close together attempting to contain a ton of Vex, at the moment one player splits from the group or the group corners themselves there should be an immediate overwhelming reaction. The enemies also need more visual variety. Shouldn't Majors & Ultras look & not just feel more tanky? Sniper Vandals should look like they have gear equipped to help them snipe, like back in Halo 3 a player could actually tell if a Jackal was a beam rifle wielder because of the armor variation. Also, not every Major or Ultra should be tanky. Example, Psion Majors & Ultras should, instead of being tankier, be faster, dodge better, & their abilities are sped up so they're more difficult to avoid. Psions bosses could maybe even get a blink ability like Fallen. Psions are squishy agile psychics, so they should behave that way. Major Hobgoblins could teleport more & farther distances. Wizards get an upgrade to their dark fog in which it reduces damage & blows up grenades & rockets. Majors & Ultras should feel like mini-bosses that are more than just tanky, but a specialist in a certain form of combat. There should be a new shield type in which Kinetic damage is the most effective, & would simply show as a white shield. Because of this, the element swap ability I mentioned earlier should allow a Kinetic option, which would not be possible on Fusion rifles since they are energy based. I've read there's a problem with very few players actually using shotguns is PvE. Destiny 2 solution, enemies are more versatile, adaptive, & intelligent in their actions so the game's difficulty isn't solely based on bullet sponging enemies. That's boring & a chore. Melee enemies again should be versatile. I find it hard to believe Sword Vandals & their supposed ruthlessness & cunning based on Fallen rep that they weren't smart enough to bring at least a couple shock pistols. Vandals & higher have four arms, do they not know how to use them? Bosses shouldn't always have a be all end all ground slam. This is a way to make shotguns valid in PvE. If the difficulty is based on enemy intelligence instead of ungodly lead eating abilities, it's a surefire chance players will use shotguns & rely on melee dodge skills instead of backing off & using Ice Breaker. Light Switch does not help this btw. Do players even get buffs to their melee damage with Light Switch? Their weapons do with element burns. Since a new Kinetic shield should be introduced, their should be a modifier that boosts Kinetic damage. If a Strike has all the Element burns, it should be changed to a separate modifier called "Hardcore" where everything including Kinetic deals more damage. Night time & shadows should be darker in the game. The Hive fortress should be very dark. A full moon & the Milky Way isn't bright enough to make someone feel safe in the middle of nowhere. Add in season & weather conditions too. The Tower should get an expansion to the explorable area if new content is going to be added. Is Eris just going to leave her jumpship floating there 24/7? Does she ever move back into the Tower? She was a guardian... or still is? I don't know. It's gonna get crammed eventually if too many merchants show up. The explorable world & Crucible maps should involve more verticality where appropriate, like the city in the Ishtar Sink, jumping between buildings. That Archive can't be the only place of interest. I ask this because players get these awesome jump abilities but they aren't challenged to get good with them other than in Vault of Glass which is only a few times even then. The explorable world should be more open as well.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by VagueWisdom: 4/26/2015 8:01:33 AM
    [u][i][b]PART 8[/b][/i][/u] [b]CRUCIBLE[/b] Private Matches. [b]BOUNTIES, STRIKES, & MISSIONS[/b] In Destiny 2, there should be stealth mechanics, a prone ability, & shaders that are functional to those things. That doesn't mean pacing will slow down by the way. Then there should be missions, where players have to seize an enclosed area, sneak & scout around enemies for intel, & seek out revelations through puzzles & clues that players have to figure out. Anything players find out should direct other missions to find, retrieve, & control, so they can continue the puzzle. The missions can be class specific, or supported by multiple classes, & are not available at the Tower, but would start out with one random find that leads somewhere. Players should not feel like they're getting their hands held while doing them. The open world in Destiny 2 should of course, be open, & have enemy fronts, HQ areas, where it is considerably more dangerous & rewarding. Currently it just feels like we're fighting a bunch of weak inexperienced scouts, that don't even scout. Nightfalls shouldn't send people to orbit. The team just got facerolled, so why do they want to look at their cool ships that do nothing but float, & why would they want to waste about 6 minutes just to reload due to a failure that happened 10 minutes into the strike? Strikes shouldn't be impossible for just one player, but they should be a challenge, as I stated before 1 vs. 100. Missions shouldn't be so linear. This is an RPG in progress right? So, major areas should feel complex like a labyrinth where players need a map. Who wouldn't want to explore the Hive fortress just to map it out? Who wouldn't want to use their unique jump abilities to find hidden jumps to bypass an area? It happened in Crota's End. It should be a part of the game to find shortcuts instead of the shortcuts being what breaks the challenge of a mission or raid. This would also open the possibility of randomly generated challenges where players beat a bunch of enemies to get to a chest that actually has a meaningful reward, or those revelation missions that lead to some exotic weapon. Strikes & Raids should be capable of activation within Patrol. I think some should only be found through Patrol. Raid glitches should all be patched with priority set on fixing latency, which is the reason why players feel the need to cheese. Cheeses can be fixed later. No one who has better things to think about cares about cheeses. There should be more missions that involve pitch black darkness. I mean we are fighting "THE Darkness" right? Like how I mentioned Wizards sapping ambient light. Someone has to restore the light to those places being deprived of light. [b]STORY[/b] What if... part of the story was realizing that all creatures are inherently grey, between light & dark, & that billions of years ago a race of beings through experimentation on the fabric of existence itself, created the Darkness by accident & before being wiped out by their experimental error, they created the Traveler. From here it was the Traveler's purpose to cancel out the effects of the Darkness in order to keep universal balance in check. [b]OVERALL IN-GAME COMMUNICATIONS[/b] Proximity voice chat should be enabled so players have an easier time getting parties together. At least then pointing or waving will be paid attention to more often, & will improve players' ability to organize parties overall. [b]RNG SYSTEM[/b] This has no place in a game like this. Here's how it should be calculated. Crucible, overall point contribution for objective games, k/d spread for clash & skirmish, & for rumble it would simply be winning. Strikes, contribution as proportional to damage dealt to enemies that are actually a part of the strike with penalties for death. Raids, calculated by time spent & how many times the team had to retry. You can see what this is setting up right? Good players get a higher chance by far. Not so good players will be stuck with the current chances as is, but I'd think such a player would have to be REALLY bad to deserve the current chances, which are a cold day in hell by the way. The Raid loot chances should only be implemented if all the major bugs manage to get fixed, like the invincible Precursor Minotaurs from VoG or the portal that refuses to teleport players. Real game breakers there. [b]DIALOGUE[/b] Ghost isn't funny. Funny isn't something that can be forced & have it work. Sometimes during Omnigul's Strike, Eris will say "In the Traveler's dying breath, it released its Ghosts, to open doors." That at least got some people to chuckle the first time.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by VagueWisdom: 4/5/2015 11:12:18 AM
    [b]THE NEW CONTENT IDEA SECTION[/b] Exotic shotgun idea. Kinetic damage, high range low impact, exotic ability implements the "Solar Wind" effect. Projectile should be unique creating a light bending pressure wave. Exotic kinetic damage heavy weapon that's a Rail Cannon that does four times more damage than a direct hit rocket but without an explosion & with charge time, less reserve ammo, & 1 shot mags always, so total backpack rounds would be... 2. 3 max with ammo boosters. Sounds fair for 4x damage over rockets. Rail Cannon, for when it's an emergency to get some Major or Ultra out of your face, or taking down an almost dead boss that adamantly refuses. L337. As said before, new content should bring something unique. Bolt action, lever action, pump action, break action, different types of reloads, & overall visual design. There are plenty of real life weapons & weapons from other games that can help with these ideas, but careful not to straight up copy them. Also, if a lever action or bolt action idea is considered, it doesn't have to look like it's old as dirt like No Land Beyond, which although we all like it, it should stay one of a kind. Here's a couple ideas for starters, a semi-auto shotgun with a drum mag. Overpowered? Low Impact & range. Balancing. A lever action Scout Rifle. Awesome stuff. A fusion rifle that acts like a sniper like a wire rifle or line rifle. That one could be a part of the enemy weapon research quest line I mentioned.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by VagueWisdom: 4/26/2015 8:10:19 AM
    [b][i][u]Weapon Stat Guidelines[/u][/i][/b] These are all the stats that can be changed on a weapon for balancing. [i]Attack Capability:[/i] Fire Rate/Charge Time Damage Range [i]Precision Factors:[/i] Accuracy Recoil & Pattern Sway Stability (I have a different definition for this stat than Destiny does. Read further.) [i]Readiness & Endurance:[/i] Reload Aiming Magazine Backpack Ammo [i]Utility:[/i] Swap Time ADS & Equip Movement Zoom Weapon Modifiers [i]False stats that are used to create balance due to lazy programming:[/i] Bullet Magnetism (If this is going to be on a weapon, it better be an exotic ability.) I stated before that Stability should reduce recoil for the first few shots, then recoil increases, followed by a recoil level out that isn't as good as the initial shots unless the Persistence perk is used. This is how I define Stability as a stat. For the most part, Attack Capability, Precision Factors, & Readiness & Endurance are the primary balancing issue categories. The Utility stats only factor in as depending on extremes of the primary categories. Despite that fact about Utility stats, the Weapon Modifiers stat is a beast all its own as it encompasses all the upgrades & perks of gear found in the game. Bullet Magnetism is a stat devised, as stated, out of lazy programming resulting from lack of patience to do some real balance fixes. It's the reason why Halo 4 loadout weapons felt so out of sync. Stop rushing games. None of you guys are good at it. The relationship between these categories is complex & subtle, yet still noticeable. Range for example is extremely dependent of Accuracy, though Accuracy is not at all. Range & Zoom are in a relationship but Zoom is a bit clingy with Range. Comes with being a Utility stat. I'll compare No Land Beyond, underpowered, & Ice Breaker, balanced, as an example. No Land Beyond. Fire Rate:Low_Damage:Low_Range:Extreme_Magazine:6_Backpack:12 Accuracy:High_Recoil:High_Reload:Moderate_Aiming:Moderate (disrupted by bolt) Yes the stats lie. The damage is in the low end. Ice Breaker. Fire Rate:Moderate_Damage:High_Range:Extreme_Magazine:6_Backpack:N/A (unlimited recharge) Accuracy:High_Recoil:High_Reload:1 per 5s_Aiming:Moderate So that's 4 stat areas Ice Breaker wins, 1 NLB wins, & 4 a tie. In other words, without gameplay & put on paper without number crunching, NLB still isn't worth it. 4 wins vs. 1 when is comes to stat differences means a lot. [b]Further Explaining Numerical Stats[/b] Impact, Attack value, Armor value, & Level should all tie together into a simple equation that determines how much damage a weapon deals to enemies & how much enemies deal to players. Impact for Fusion Rifles should be described as Impact times projectiles, same for shotguns. Charge rate shouldn't change Fusion Rifle Impact, mentioned just in case it does since I've heard it before. All other gun traits in the 'Guidelines' are valued properly for use in the damage equation, in seconds, or a 1-100 intensity scale.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon