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《天命2》

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由shy編輯: 1/31/2019 12:21:22 AM
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shy
shy

Warlocks seriously require some changes and buffs, so here are some suggestions

I first wrote all of this in a response to Cosmo on a highly-upvoted topic on warlocks needing some changes, in which Cosmo stated to the poster: [quote]Let me know what changes to Nova Warp and other Warlock supers/abilities you would like to see in the future. I'll pass your feedback along to the team. [/quote] With this in mind, here are my ideas as to how warlocks could be changed and why: [b]Voidwalker:[/b] [b]Nova Warp:[/b] I feel like NW deserved a much needed nerf, but nowhere near as drastic as it was as it's practically useless and outshined by every other super in all activities now. [b]Buffs: [/b] I feel like, buffing the damage back to where it was prior in PvP (but more in PvE), restoring the charge rate (or finding a good middle ground), bringing back the super duration to where it was previously and increasing the blast radius would make it a good super once more in both PvE and PvP. [b]Nerfs:[/b] As a trade off to these buffs, allow collision to the blast so that it doesn't go through solid objects and also add a sort damage scaling to the radius itself, doing very high damage that can one shot supers again in the centre, but making regular resilience guardians on the outskirts of the blast survive with low health. [b]Nova Bomb: [/b] I think that the buffs to NB in this update were really well done, however possibly increase the blast radius a little more. [b]Stormcaller:[/b] As for Stormtrance, I believe it needs some serious love so here are the changes I suggest: [b]Overall super changes:[/b] Possibly make Stormtrance count as Melee damage like at the start of Destiny 2, this way it allows people to use more exotics than just Crown of Tempests. An example of this would be the Karnstein Armlets allowing you to tank loads of damage (however possibly at the cost of reduced movement speed as to not make it completely op) and the Winter's Guile increasing damage for each enemy you kill. [b]Attunement of the Elements:[/b] Swap Landfall with Attunement of Conduction's Transcendence, then change it to work on rift charges or for standing in a rift to grant an increased cooldown for all abilities and still keeping the super extension. Buff the damage and time of arc soul [url=https://youtu.be/9u4oyarcc4I?t=169]WTF HAPPENED TO THIS ABILITY IN THE VIDOC[/url] We need this ability for this attunement, possibly also granting an extra little arc soul for entering you super with full melee, grenade and rift energy, allowing for 2 little shoulder cannons for that tiny bit of extra coverage. Allow Rising Storm to also grant rift energy. [b]Attunement of Conduction:[/b] Replace Transcendence with Landfall. Allow Landfall to chain so that it works a lot better with the other perks in the branch. Increase overall chaining capabilities of the neutral game (rather than the super like this update did) Trigger landfall on super end as well as the start. Allow early deactivation of the super (like with chaos reach), which would also trigger the end landfall. [b]Attunement of Control:[/b] I think that this branch is in a really good place right now, however possibly make ionic traces guaranteed to spawn on an ability kill. [b]Dawnblade:[/b] [b]Attunement of the Sky:[/b] This branch needs some serious love, I suggest: Drastically increasing in-air accuracy Reducing the cost of Icarus Dash in the super Allow ID to be used twice (within a certain period of time) before going on cooldown [b]Attunement of Flame:[/b] Make Phoenix Dive go in both directions, shooting down when in the air and up when on the ground. Make the upwards PD do a high-damaging uppercut when in the super. Increase the damage and radius of PD's blast when in super. Bring back Viking Funeral from D1's Sunsinger, allowing abilities to weaken targets much like melting point. [b]Attunement of Grace:[/b] This branch is near perfect and quickly became my favourite branch in all of D2, however I'd still like to add some minor changes: Allow the empowered melee buff to stack with the empowering rift like it can with the well. Maybe increase the health of the sword in the centre of the well. [b]Exotics:[/b] [b]The Stag & Vesper of Radius:[/b] Merge the two perks and place it on The Stag. Give the Vesper a perk that grants ability energy with the more enemies you hit in a chain, this'll bring much more usage to the Attunement of Conduction. [b]Crown of Tempests:[/b] Like Nezarec's Sin, make Conduction Tines proc on arc kills rather than arc ability kills. [b]Apotheosis Veil:[/b] Nearby allies recharge grenade, melee and class abilities faster, not just the class abilities of nearby allies. Include the wearer in the ability recharge perk. Allow Insatiable to synergize with Transcendence. [b]Eye of Another World:[/b] Mark targets that you damage instead of highlighting priority targets. Slightly increase ability regeneration speed. Slightly increase super regen speed. [b]Verity's Brow:[/b] First of all, add an ornament and change how shaders work on this thing, it's hideous. Now to actual perk changes: I've come up with two different ideas to this exotic: Idea A: Change energy weapon kills to primary weapon kills (anything that uses primary ammo in the kinetic and energy slots). Add melee regen OR class ability regen. Slightly increase grenade regen rate. Idea B: Primary weapon kills grant you and nearby allies grenade energy. Special weapon kills grant you and nearby allies grenade and melee energy. Power weapon kills grant you and nearby allies increased grenade, melee and class ability energy as well as a slight amount of super energy. [b]Aeon Soul (as well as the other Aeon Cult items):[/b] Increase the ability energy given to other allies. Significantly increase the ability energy given to other Aeon Cult members. Make the Aeon Energy perk activate on melee, super and grenade abilities. Grant energy to all abilities, not just specific abilities depending on the class. Aeon Cult members also gain super energy, which scales depending on how many allies are wearing the exotic. [b]Claws of Ahamkara:[/b] Add an intrinsic ability that works the same way as Enhanced Momentum Transfer, if not better. Allow the aforementioned perk to stack with the Momentum Transfer armour perk. [b]Contraverse Hold:[/b] Change the random energy granted by Chaotic Exchanger to a fixed rate. Let this perk work with Attunement of Chaos' grenades when enhanced by Chaos Accelerant i.e enhanced Scatter Grenades. [b]Ophidian Aspect:[/b] Keep the current perk, but add additional parts to it. Additional parts: Dealing weapon damage decreases the cooldown of your melee ability (much like Destiny 1's Monte Carlo exotic auto rifle) Charged melee hits grant a brief period of further increased ready and reload speed. [b]Sanguine Alchemy:[/b] Honestly, I'm not sure how to change this one, but it does need changing. I came up with a possible change that goes into the whole "There is power in blood" thing: Add onto the current perk by making it so that being critically wounded significantly increases your damage. [b]Starfire Protocol:[/b] Much like the Sanguine Alchemy, I'm not sure how to change/buff this. Possibly drastically increase fusion grenade cooldown while standing in a rift. Or possibly grant fusion grenade energy on fusion grenade kills. Anyways, these are just some ideas of changes that I'd love to see implemented and would like to hear some sort of feedback on.

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