Edit: This list is being retired. [b][url=https://www.bungie.net/en/Forums/Post/217413354]The new list can be found here[/url][/b].
Quoted below is the existing Community Wish List that was being curated by Destiny Player Support. I’m taking over this initiative and will be updating the list once a week. I love reading feedback, but we can all agree that there is a lot of it to sort through. In order to make sure you get your idea seen, post a new topic to the [url=https://www.bungie.net/en/Forum/Topics/0/Default/None/Feedback]#Feedback[/url] forum and add the tag #CommunityWishList. This will give us an easy way to review all of your ideas you would like to be added to the list.
Please remember that this is not a To-Do List for Bungie. We can’t promise that every idea is being worked on actively. Our goal here is to confirm that your feedback has been received. Everything on this list are things that the players of Destiny have repeatedly asked for.
[quote]If you’d like to see new items placed on this list, start a [b]New Topic[/b] on this [b]Feedback board[/b]. Popular opinion matters! Topics that trend on this forum are more powerful than comments on this post.
[b]This list is not in any order whatsoever.[/b]
[b]Here are the most frequent community wishes for Destiny:[/b]
-Transmogrification
-Gun Skins
-Guardian Facial Hair
-Vault Sorting Options
-Crucible Map Voting
-Expanding Faction Interaction
-Aim Assist Toggle Option
-Rotating Stock on Tower Vendors
-Additional Matchmaking Options
-Material Stack Size Increase
-Player Trading
-Additional Guardian Customization Options
-Alternating Spawns During Trials of Osiris
-Add ability to dismantle items from postmaster
-Easier way to use ammo synthesis
-Hardcore playlist with no supers and limited equip
-Firing range added to the Tower
-Ability to assign emotes to other slots
-Higher difficulty for legacy Raids like Vault of Glass and Crota's End
-Add all Strikes to Heroic Vanguard and Nightfall playlist
-Monthly PVE event like Iron Banner
-Swords only gametype
-Kiosks for Raid gear
-Increase in ammo reserves for PVE
-Strike map voting
-Bring back Sparrow Racing League
-Make Class Items cosmetic only
-Make Wormspore purchasable
[/quote]
[quote][b]Wishlist Items added to the Game[/b]
-Ability to purchase Armor Materials - [i]Added in Update 2.4.0.2[/i]
-Add more uses for Artifacts - [i]Added in Update 2.4.0.2[/i]
-In Game Clan Roster - [i]Added in Update 2.4.0[/i]
-Private Crucible Matches - [i]Added in Update 2.4.0[/i]
-Increase effectiveness of Super abilities - [i]Added in Update 2.3.0[/i]
-Fix melee issues - [i]Applied in Hotfix 2.2.0.3[/i]
-Improvements to Raid rewards - [i]Added in Update 2.2.0[/i]
-Higher difficulty for Prison of Elders with Year 2 rewards - [i]Added in Update 2.2.0[/i]
-Increase in Light carried over when Infusing - [i]Added in Update 2.2.0[/i]
-Ability to purchase Weapon Parts - [i]Added in Update 2.0.2[/i]
-Additional Storage/Vault Options - [i]Added in Update 2.0.0[/i]
-More Ghost Skins - [i]Added in Update 2.0.0[/i]
-Deleted Item Retrieval - [i]Added in Update 2.0.0[/i](For some items)
-Dismantle Consumable Items [i]Added in Update 2.0.0[/i](Turned in for Rep, Motes, etc)[/quote]
Watch this space for updates, and keep talking to us about Destiny.
-
I'm just going to say what I want the next patch to be and I hope this is good for the majority of you Titans Sunbreakers. We know they got hit hard (depending on you're perspective) so here's what I want. -Fix the blast radius bug and boost blast radius so it's in between post nerf and pre nerf for forgemaster -Tracking should be what it was but at a cost of agility and recovery. No boosts. -Sunspots should do a bit more damage. (Maybe 3% more?) -Pressing your melee button will do a melee attack for hammer or sol. But suncharge will make it an uber attack like it already is. -Suncharge will grant extra armor, but at the cost of not throwing hammers. -Reduce healing cool down from 3 seconds to 1.5 seconds -Explosive pyre applies to grenade and melee -Activation sound for hammer of sol is lowered Strikers -Flashbang will blind for 6 seconds -Transfusion applies to fist of havoc -Melee range increased (applies to all subclasses and not by much) but discharge boosts melee range (like by 2%) Defenders. It's so easy to destroy their bubbles in mayhem or just kill them in general. Let's change that. -Bubble strength increased so for example it takes three golden gun shots to destroy it. -Super meter acts as a timer for bubbles (like golden gun, sunbreaker, etc) -Blessing and weapons get a 5% buff. - Enemies should be slowed when inside bubble. -Force barrier activates on contact (if you guys want it to. I just put that there) Hunters Gunslinger. Now it seems balanced but it's really easy to use. Let's make a few tweaks. -Deadeye can now hit critical -Throwing knives that burn don't cancel burn of you hit a critical. -Scatter grenade does more damage -Golden guns damage fall off is increased by 5% -Longer time to activate golden gun (about 2 seconds), and louder sound golden gun emits. -Projectiles have a bit of travel time (maybe 1 or 2 seconds before hitting something at longer ranges) -Golden guns damage is increased against AI by 5% -Scavenger works with heavy and is more effective. -Circle of life replaced with Circle of fire (getting a kill with throwing knife will cause golden gun to cast a ring of fire around it when activated) -Gamblers dagger boosts strength Bladedancer. Now this subclass is now just pitiful. It's hard to use, easy to kill, and used to be so much more. Let's fix that. -super time increased (19 swings to 24) -Flux grenade does more damage. -Arcbolt grenade does more damage. -Invisibility time is increased with and without shadowjack -Fastest subclass with fleet footed and capable of keeping up with Titan skaters -Hungering blade now applies to grenades but has a cool down of 1.5 seconds. -Encore now grants a bigger boost. -Super damage done against AI is increased by 7%. -Showstopper is faster and more forwards -Activating arc blade with vanish on will turn you invisible Nightstalkers. So far they are a good pve subclass but let's make their pvp game better. -Shadowshot's tether activation is decreased (1.5 to 1) -Vanish in Smoke bombs last a little longer -Once you throw your grenade it will take 1 second before you can throw your smoke and vice versa -Blood bound transfers more damage to all tether targets. -Courage of the pack armor is increased by 8% from what it is now. -Marked targets will appear on allies radars and screen. Warlocks Voidwalker. Now this class has been a little lack luster since taken King at least to me. Let's help it. -Nova bomb damage to all enemies is increased by 7% -Bloom explosions now do more bonus damage -Life steal boosts recovery (but not on the Ram. Btw Ram will only boost armor on voidwalker) -surge boosts agility even more -Glide is faster and more reliable (applies to all three subclasses) -Nova bomb receives a crosshair when used -Scatter grenades do more damage Sunsinger. The last chance, the big fish, the run away spectrum. The self Rez King. Let's give it a few boosts and tweaks. -Solar wind is more effective -Solar grenades burn the target regardless -All burn damage is decreased by 2% -Radiance decreases melee cool down at the same rate as grenades. -Song of flame is 9% more effective to allies and shows a ring of fire to show allies the effective range of it. -Radiant will adds 3 more seconds to what it already gives -Flame shield's duration is reduced by 3 seconds (14 to 11 seconds) -Gift of the sun boosts discipline and grenade kills will recharge your next grenade. Stormcallers. Now it's been accused of being the most overpowered subclass now that sunbreaker was nerfed. Let's tweak it not nerf it! -Storm grenade is more accurate. -Amplitudes upgrade to make the melee go even larger is reduced by 3.5% -Ionic blink will be more forwards then upwards and limit jump height during super time. -Landfall can only be used in the air. -Landfall will not blind if the impossible machines are equipped. (To avoid the blind and iconic blink thing) -Rising storm is more effective (was one second now is 13 seconds) -Arcbolt replaced with lighting grenade -Arc web is more reliable -Pulse wave speed is increased by 12% Weapons Autos -get the true buffs they deserved -Slight stability boosts on all autos -hip fire Reticle changed to a circular shape Pulse rifles -Small increase in damage by roughly 2 or 3% to compete with autos -Slightly decreased dps falloff - hip fire Reticle changed to a triangular shape Scouts -Base dps across all scouts is reduced by 2% -Damage falloff slightly increased - hip fire Reticle changed to a square pattern. Hand cannons -Range boost on all hand cannons (but not the last word) by about 10 or 15 -Hip fire reticle changed to a circular pattern. -Slightly increased stability -Reserve ammo restored Snipers -When taking damage, snipers will flinch more. -Small reduction in base damage. By about 3 or 2% -Reserve ammo is reduced a bit on all snipers except black spindle. Fusions -Bullet (or laser) travel speed increased. -Slightly more stability when hip firing. -Can hit critical shots -Base dps is increased across the board by 3% -Reticle size decreased for more reliable shooting when firing from the hip. -Stability will decrease blast spread -Range will increase the speed of the projectiles -Reserve ammo boosted Shotguns -Stability increased by 10 on all shotguns -reload increased by 15 on all shotguns. -Maximum shots in one shotgun can only be 5. Sidearms -Increase in base damage -Hipe fire reticle changed to a square -Machine guns -Stabilty decrease -Mag decrease on high impact machine guns Exotics. Fourth Horsemen -Reload increased The chaperone -Range boost -Precision scaler increased -Added whipping sound when it is fully reloaded Invective -Rate of fire decreased -Impact increased -Stability decreased -Range slightly decreased No land beyond -Iron sights more reliable -Flared mag well increases the time in between the shots. -The master can stack up to 3 times. Hereafter -Stability boost -Magazine boost (4 to 5) Black spindle -Ammo reserves increased -Scope when ads changed to green instead of blue (to show its of hive origin) Plan C -Boost to stability -Increased stability when hip firing -Reload decreased -Range decrease Pocket Infinity -Brought up to year two. -Range boost. -Mag boost (3 to 5) Telestlo -Larger impact, slower charge time -Decreased stability -Decreased reload -Impact affects aftermath explosions Sleeper simulant -Rounds will have decreased dps falloff when final perk is unlocked -Shots that hit enemies will bounce towards towards other enemies -Replaced injection mold with perfect balance -Replaced hip fire with unflinching Mida -Now have the option to choose in between high caliber rounds and full aim assist -Weapon swap speed decreased -Magazine decreased (21 to 19 or 20) -Reload slightly decreased Jade rabbit -Slight reload decrease (it pains me to even say that) Hawkmoon (HAWKMOON!!!!) -Range increased (maybe 10 or 20) but global range changes to hand cannons doesn't count with hawkmoon -Stability increased -Luck in the chamber bullets do a little more damage. (105 to 112) Last word -Precision scalar decreased (107 to 101) Ace of spades -Mag reduced to 9 -reload buff -Slight aim assist buff -Reinforced barrel replaced by rifled barrel First Curse -Rate of fire increased -reload increase No time to explain -Muzzle flash decreased -Mag boost (24 to 27) Red death -Replaced snapshot with reinforced barrel. Zhalo supercell -Lightning fx when aiming down sights is lowered (like bad juju was) -Chain lighting happens more often -Replaced hammer forged with send it. -Replaced braced frame with extended mag. -Fabian strategy -Mag boost (40 to 52) -Frontlines does not decreased damage when it fires faster -Stabilty boost -Reload boost Suros regime -Slight reserve ammo boost -Accuracy slightly increased -Healing from the Suros legacy perk is more frequent. Dragons breath -Blast radius increased. -AOE fire from after blast is not affected Prison of Elders exotics (lord of wolves, dregs promise, Queenbreakers bow) brought up to year two. -Dregs promise shock rounds will have no dps falloff General -Year one vendor weapons and armor are able to be attained from legacy strikes. -Legacy engrams Xur cost less -Taken captains have a 15 second cool down until they throw another blinding bubble I will keep posting this until you see Bungie. This game is nothing but ruled by hunters, snipers and scouts.
-
I'm just going to say what I want the next patch to be and I hope this is good for the majority of you Titans Sunbreakers. We know they got hit hard (depending on you're perspective) so here's what I want. -Fix the blast radius bug and boost blast radius so it's in between post nerf and pre nerf for forgemaster -Tracking should be what it was but at a cost of agility and recovery. No boosts. -Sunspots should do a bit more damage. (Maybe 3% more?) -Pressing your melee button will do a melee attack for hammer or sol. But suncharge will make it an uber attack like it already is. -Suncharge will grant extra armor, but at the cost of not throwing hammers. -Reduce healing cool down from 3 seconds to 1.5 seconds -Explosive pyre applies to grenade and melee -Activation sound for hammer of sol is lowered Strikers -Flashbang will blind for 6 seconds -Transfusion applies to fist of havoc -Melee range increased (applies to all subclasses and not by much) but discharge boosts melee range (like by 2%) Defenders. It's so easy to destroy their bubbles in mayhem or just kill them in general. Let's change that. -Bubble strength increased so for example it takes three golden gun shots to destroy it. -Super meter acts as a timer for bubbles (like golden gun, sunbreaker, etc) -Blessing and weapons get a 5% buff. - Enemies should be slowed when inside bubble. -Force barrier activates on contact (if you guys want it to. I just put that there) Hunters Gunslinger. Now it seems balanced but it's really easy to use. Let's make a few tweaks. -Deadeye can now hit critical -Throwing knives that burn don't cancel burn of you hit a critical. -Scatter grenade does more damage -Golden guns damage fall off is increased by 5% -Longer time to activate golden gun (about 2 seconds), and louder sound golden gun emits. -Projectiles have a bit of travel time (maybe 1 or 2 seconds before hitting something at longer ranges) -Golden guns damage is increased against AI by 5% -Scavenger works with heavy and is more effective. -Circle of life replaced with Circle of fire (getting a kill with throwing knife will cause golden gun to cast a ring of fire around it when activated) -Gamblers dagger boosts strength Bladedancer. Now this subclass is now just pitiful. It's hard to use, easy to kill, and used to be so much more. Let's fix that. -super time increased (19 swings to 24) -Flux grenade does more damage. -Arcbolt grenade does more damage. -Invisibility time is increased with and without shadowjack -Fastest subclass with fleet footed and capable of keeping up with Titan skaters -Hungering blade now applies to grenades but has a cool down of 1.5 seconds. -Encore now grants a bigger boost. -Super damage done against AI is increased by 7%. -Showstopper is faster and more forwards -Activating arc blade with vanish on will turn you invisible Nightstalkers. So far they are a good pve subclass but let's make their pvp game better. -Shadowshot's tether activation is decreased (1.5 to 1) -Vanish in Smoke bombs last a little longer -Once you throw your grenade it will take 1 second before you can throw your smoke and vice versa -Blood bound transfers more damage to all tether targets. -Courage of the pack armor is increased by 8% from what it is now. -Marked targets will appear on allies radars and screen. Warlocks Voidwalker. Now this class has been a little lack luster since taken King at least to me. Let's help it. -Nova bomb damage to all enemies is increased by 7% -Bloom explosions now do more bonus damage -Life steal boosts recovery (but not on the Ram. Btw Ram will only boost armor on voidwalker) -surge boosts agility even more -Glide is faster and more reliable (applies to all three subclasses) -Nova bomb receives a crosshair when used -Scatter grenades do more damage Sunsinger. The last chance, the big fish, the run away spectrum. The self Rez King. Let's give it a few boosts and tweaks. -Solar wind is more effective -Solar grenades burn the target regardless -All burn damage is decreased by 2% -Radiance decreases melee cool down at the same rate as grenades. -Song of flame is 9% more effective to allies and shows a ring of fire to show allies the effective range of it. -Radiant will adds 3 more seconds to what it already gives -Flame shield's duration is reduced by 3 seconds (14 to 11 seconds) -Gift of the sun boosts discipline and grenade kills will recharge your next grenade. Stormcallers. Now it's been accused of being the most overpowered subclass now that sunbreaker was nerfed. Let's tweak it not nerf it! -Storm grenade is more accurate. -Amplitudes upgrade to make the melee go even larger is reduced by 3.5% -Ionic blink will be more forwards then upwards and limit jump height during super time. -Landfall can only be used in the air. -Landfall will not blind if the impossible machines are equipped. (To avoid the blind and iconic blink thing) -Rising storm is more effective (was one second now is 13 seconds) -Arcbolt replaced with lighting grenade -Arc web is more reliable -Pulse wave speed is increased by 12% Weapons Autos -get the true buffs they deserved -Slight stability boosts on all autos -hip fire Reticle changed to a circular shape Pulse rifles -Small increase in damage by roughly 2 or 3% to compete with autos -Slightly decreased dps falloff - hip fire Reticle changed to a triangular shape Scouts -Base dps across all scouts is reduced by 2% -Damage falloff slightly increased - hip fire Reticle changed to a square pattern. Hand cannons -Range boost on all hand cannons (but not the last word) by about 10 or 15 -Hip fire reticle changed to a circular pattern. -Slightly increased stability -Reserve ammo restored Snipers -When taking damage, snipers will flinch more. -Small reduction in base damage. By about 3 or 2% -Reserve ammo is reduced a bit on all snipers except black spindle. Fusions -Bullet (or laser) travel speed increased. -Slightly more stability when hip firing. -Can hit critical shots -Base dps is increased across the board by 3% -Reticle size decreased for more reliable shooting when firing from the hip. -Stability will decrease blast spread -Range will increase the speed of the projectiles -Reserve ammo boosted Shotguns -Stability increased by 10 on all shotguns -reload increased by 15 on all shotguns. -Maximum shots in one shotgun can only be 5. Sidearms -Increase in base damage -Hipe fire reticle changed to a square -Machine guns -Stabilty decrease -Mag decrease on high impact machine guns Exotics. Fourth Horsemen -Reload increased The chaperone -Range boost -Precision scaler increased -Added whipping sound when it is fully reloaded Invective -Rate of fire decreased -Impact increased -Stability decreased -Range slightly decreased No land beyond -Iron sights more reliable -Flared mag well increases the time in between the shots. -The master can stack up to 3 times. Hereafter -Stability boost -Magazine boost (4 to 5) Black spindle -Ammo reserves increased -Scope when ads changed to green instead of blue (to show its of hive origin) Plan C -Boost to stability -Increased stability when hip firing -Reload decreased -Range decrease Pocket Infinity -Brought up to year two. -Range boost. -Mag boost (3 to 5) Telestlo -Larger impact, slower charge time -Decreased stability -Decreased reload -Impact affects aftermath explosions Sleeper simulant -Rounds will have decreased dps falloff when final perk is unlocked -Shots that hit enemies will bounce towards towards other enemies -Replaced injection mold with perfect balance -Replaced hip fire with unflinching Mida -Now have the option to choose in between high caliber rounds and full aim assist -Weapon swap speed decreased -Magazine decreased (21 to 19 or 20) -Reload slightly decreased Jade rabbit -Slight reload decrease (it pains me to even say that) Hawkmoon (HAWKMOON!!!!) -Range increased (maybe 10 or 20) but global range changes to hand cannons doesn't count with hawkmoon -Stability increased -Luck in the chamber bullets do a little more damage. (105 to 112) Last word -Precision scalar decreased (107 to 101) Ace of spades -Mag reduced to 9 -reload buff -Slight aim assist buff -Reinforced barrel replaced by rifled barrel First Curse -Rate of fire increased -reload increase No time to explain -Muzzle flash decreased -Mag boost (24 to 27) Red death -Replaced snapshot with reinforced barrel. Zhalo supercell -Lightning fx when aiming down sights is lowered (like bad juju was) -Chain lighting happens more often -Replaced hammer forged with send it. -Replaced braced frame with extended mag. -Fabian strategy -Mag boost (40 to 52) -Frontlines does not decreased damage when it fires faster -Stabilty boost -Reload boost Suros regime -Slight reserve ammo boost -Accuracy slightly increased -Healing from the Suros legacy perk is more frequent. Dragons breath -Blast radius increased. -AOE fire from after blast is not affected Prison of Elders exotics (lord of wolves, dregs promise, Queenbreakers bow) brought up to year two. -Dregs promise shock rounds will have no dps falloff General -Year one vendor weapons and armor are able to be attained from legacy strikes. -Legacy engrams Xur cost less -Taken captains have a 15 second cool down until they throw another blinding bubble I will keep posting this until you see Bungie. This game is nothing but ruled by hunters, snipers and scouts.
-
I'm just going to say what I want the next patch to be and I hope this is good for the majority of you Titans Sunbreakers. We know they got hit hard (depending on you're perspective) so here's what I want. -Fix the blast radius bug and boost blast radius so it's in between post nerf and pre nerf for forgemaster -Tracking should be what it was but at a cost of agility and recovery. No boosts. -Sunspots should do a bit more damage. (Maybe 3% more?) -Pressing your melee button will do a melee attack for hammer or sol. But suncharge will make it an uber attack like it already is. -Suncharge will grant extra armor, but at the cost of not throwing hammers. -Reduce healing cool down from 3 seconds to 1.5 seconds -Explosive pyre applies to grenade and melee -Activation sound for hammer of sol is lowered Strikers -Flashbang will blind for 6 seconds -Transfusion applies to fist of havoc -Melee range increased (applies to all subclasses and not by much) but discharge boosts melee range (like by 2%) Defenders. It's so easy to destroy their bubbles in mayhem or just kill them in general. Let's change that. -Bubble strength increased so for example it takes three golden gun shots to destroy it. -Super meter acts as a timer for bubbles (like golden gun, sunbreaker, etc) -Blessing and weapons get a 5% buff. - Enemies should be slowed when inside bubble. -Force barrier activates on contact (if you guys want it to. I just put that there) Hunters Gunslinger. Now it seems balanced but it's really easy to use. Let's make a few tweaks. -Deadeye can now hit critical -Throwing knives that burn don't cancel burn of you hit a critical. -Scatter grenade does more damage -Golden guns damage fall off is increased by 5% -Longer time to activate golden gun (about 2 seconds), and louder sound golden gun emits. -Projectiles have a bit of travel time (maybe 1 or 2 seconds before hitting something at longer ranges) -Golden guns damage is increased against AI by 5% -Scavenger works with heavy and is more effective. -Circle of life replaced with Circle of fire (getting a kill with throwing knife will cause golden gun to cast a ring of fire around it when activated) -Gamblers dagger boosts strength Bladedancer. Now this subclass is now just pitiful. It's hard to use, easy to kill, and used to be so much more. Let's fix that. -super time increased (19 swings to 24) -Flux grenade does more damage. -Arcbolt grenade does more damage. -Invisibility time is increased with and without shadowjack -Fastest subclass with fleet footed and capable of keeping up with Titan skaters -Hungering blade now applies to grenades but has a cool down of 1.5 seconds. -Encore now grants a bigger boost. -Super damage done against AI is increased by 7%. -Showstopper is faster and more forwards -Activating arc blade with vanish on will turn you invisible Nightstalkers. So far they are a good pve subclass but let's make their pvp game better. -Shadowshot's tether activation is decreased (1.5 to 1) -Vanish in Smoke bombs last a little longer -Once you throw your grenade it will take 1 second before you can throw your smoke and vice versa -Blood bound transfers more damage to all tether targets. -Courage of the pack armor is increased by 8% from what it is now. -Marked targets will appear on allies radars and screen. Warlocks Voidwalker. Now this class has been a little lack luster since taken King at least to me. Let's help it. -Nova bomb damage to all enemies is increased by 7% -Bloom explosions now do more bonus damage -Life steal boosts recovery (but not on the Ram. Btw Ram will only boost armor on voidwalker) -surge boosts agility even more -Glide is faster and more reliable (applies to all three subclasses) -Nova bomb receives a crosshair when used -Scatter grenades do more damage Sunsinger. The last chance, the big fish, the run away spectrum. The self Rez King. Let's give it a few boosts and tweaks. -Solar wind is more effective -Solar grenades burn the target regardless -All burn damage is decreased by 2% -Radiance decreases melee cool down at the same rate as grenades. -Song of flame is 9% more effective to allies and shows a ring of fire to show allies the effective range of it. -Radiant will adds 3 more seconds to what it already gives -Flame shield's duration is reduced by 3 seconds (14 to 11 seconds) -Gift of the sun boosts discipline and grenade kills will recharge your next grenade. Stormcallers. Now it's been accused of being the most overpowered subclass now that sunbreaker was nerfed. Let's tweak it not nerf it! -Storm grenade is more accurate. -Amplitudes upgrade to make the melee go even larger is reduced by 3.5% -Ionic blink will be more forwards then upwards and limit jump height during super time. -Landfall can only be used in the air. -Landfall will not blind if the impossible machines are equipped. (To avoid the blind and iconic blink thing) -Rising storm is more effective (was one second now is 13 seconds) -Arcbolt replaced with lighting grenade -Arc web is more reliable -Pulse wave speed is increased by 12% Weapons Autos -get the true buffs they deserved -Slight stability boosts on all autos -hip fire Reticle changed to a circular shape Pulse rifles -Small increase in damage by roughly 2 or 3% to compete with autos -Slightly decreased dps falloff - hip fire Reticle changed to a triangular shape Scouts -Base dps across all scouts is reduced by 2% -Damage falloff slightly increased - hip fire Reticle changed to a square pattern. Hand cannons -Range boost on all hand cannons (but not the last word) by about 10 or 15 -Hip fire reticle changed to a circular pattern. -Slightly increased stability -Reserve ammo restored Snipers -When taking damage, snipers will flinch more. -Small reduction in base damage. By about 3 or 2% -Reserve ammo is reduced a bit on all snipers except black spindle. Fusions -Bullet (or laser) travel speed increased. -Slightly more stability when hip firing. -Can hit critical shots -Base dps is increased across the board by 3% -Reticle size decreased for more reliable shooting when firing from the hip. -Stability will decrease blast spread -Range will increase the speed of the projectiles -Reserve ammo boosted Shotguns -Stability increased by 10 on all shotguns -reload increased by 15 on all shotguns. -Maximum shots in one shotgun can only be 5. Sidearms -Increase in base damage -Hipe fire reticle changed to a square -Machine guns -Stabilty decrease -Mag decrease on high impact machine guns Exotics. Fourth Horsemen -Reload increased The chaperone -Range boost -Precision scaler increased -Added whipping sound when it is fully reloaded Invective -Rate of fire decreased -Impact increased -Stability decreased -Range slightly decreased No land beyond -Iron sights more reliable -Flared mag well increases the time in between the shots. -The master can stack up to 3 times. Hereafter -Stability boost -Magazine boost (4 to 5) Black spindle -Ammo reserves increased -Scope when ads changed to green instead of blue (to show its of hive origin) Plan C -Boost to stability -Increased stability when hip firing -Reload decreased -Range decrease Pocket Infinity -Brought up to year two. -Range boost. -Mag boost (3 to 5) Telestlo -Larger impact, slower charge time -Decreased stability -Decreased reload -Impact affects aftermath explosions Sleeper simulant -Rounds will have decreased dps falloff when final perk is unlocked -Shots that hit enemies will bounce towards towards other enemies -Replaced injection mold with perfect balance -Replaced hip fire with unflinching Mida -Now have the option to choose in between high caliber rounds and full aim assist -Weapon swap speed decreased -Magazine decreased (21 to 19 or 20) -Reload slightly decreased Jade rabbit -Slight reload decrease (it pains me to even say that) Hawkmoon (HAWKMOON!!!!) -Range increased (maybe 10 or 20) but global range changes to hand cannons doesn't count with hawkmoon -Stability increased -Luck in the chamber bullets do a little more damage. (105 to 112) Last word -Precision scalar decreased (107 to 101) Ace of spades -Mag reduced to 9 -reload buff -Slight aim assist buff -Reinforced barrel replaced by rifled barrel First Curse -Rate of fire increased -reload increase No time to explain -Muzzle flash decreased -Mag boost (24 to 27) Red death -Replaced snapshot with reinforced barrel. Zhalo supercell -Lightning fx when aiming down sights is lowered (like bad juju was) -Chain lighting happens more often -Replaced hammer forged with send it. -Replaced braced frame with extended mag. -Fabian strategy -Mag boost (40 to 52) -Frontlines does not decreased damage when it fires faster -Stabilty boost -Reload boost Suros regime -Slight reserve ammo boost -Accuracy slightly increased -Healing from the Suros legacy perk is more frequent. Dragons breath -Blast radius increased. -AOE fire from after blast is not affected Prison of Elders exotics (lord of wolves, dregs promise, Queenbreakers bow) brought up to year two. -Dregs promise shock rounds will have no dps falloff General -Year one vendor weapons and armor are able to be attained from legacy strikes. -Legacy engrams Xur cost less -Taken captains have a 15 second cool down until they throw another blinding bubble I will keep posting this until you see Bungie. This game is nothing but ruled by hunters, snipers and scouts.
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I'm just going to say what I want the next patch to be and I hope this is good for the majority of you Titans Sunbreakers. We know they got hit hard (depending on you're perspective) so here's what I want. -Fix the blast radius bug and boost blast radius so it's in between post nerf and pre nerf for forgemaster -Tracking should be what it was but at a cost of agility and recovery. No boosts. -Sunspots should do a bit more damage. (Maybe 3% more?) -Pressing your melee button will do a melee attack for hammer or sol. But suncharge will make it an uber attack like it already is. -Suncharge will grant extra armor, but at the cost of not throwing hammers. -Reduce healing cool down from 3 seconds to 1.5 seconds -Explosive pyre applies to grenade and melee -Activation sound for hammer of sol is lowered Strikers -Flashbang will blind for 6 seconds -Transfusion applies to fist of havoc -Melee range increased (applies to all subclasses and not by much) but discharge boosts melee range (like by 2%) Defenders. It's so easy to destroy their bubbles in mayhem or just kill them in general. Let's change that. -Bubble strength increased so for example it takes three golden gun shots to destroy it. -Super meter acts as a timer for bubbles (like golden gun, sunbreaker, etc) -Blessing and weapons get a 5% buff. - Enemies should be slowed when inside bubble. -Force barrier activates on contact (if you guys want it to. I just put that there) Hunters Gunslinger. Now it seems balanced but it's really easy to use. Let's make a few tweaks. -Deadeye can now hit critical -Throwing knives that burn don't cancel burn of you hit a critical. -Scatter grenade does more damage -Golden guns damage fall off is increased by 5% -Longer time to activate golden gun (about 2 seconds), and louder sound golden gun emits. -Projectiles have a bit of travel time (maybe 1 or 2 seconds before hitting something at longer ranges) -Golden guns damage is increased against AI by 5% -Scavenger works with heavy and is more effective. -Circle of life replaced with Circle of fire (getting a kill with throwing knife will cause golden gun to cast a ring of fire around it when activated) -Gamblers dagger boosts strength Bladedancer. Now this subclass is now just pitiful. It's hard to use, easy to kill, and used to be so much more. Let's fix that. -super time increased (19 swings to 24) -Flux grenade does more damage. -Arcbolt grenade does more damage. -Invisibility time is increased with and without shadowjack -Fastest subclass with fleet footed and capable of keeping up with Titan skaters -Hungering blade now applies to grenades but has a cool down of 1.5 seconds. -Encore now grants a bigger boost. -Super damage done against AI is increased by 7%. -Showstopper is faster and more forwards -Activating arc blade with vanish on will turn you invisible Nightstalkers. So far they are a good pve subclass but let's make their pvp game better. -Shadowshot's tether activation is decreased (1.5 to 1) -Vanish in Smoke bombs last a little longer -Once you throw your grenade it will take 1 second before you can throw your smoke and vice versa -Blood bound transfers more damage to all tether targets. -Courage of the pack armor is increased by 8% from what it is now. -Marked targets will appear on allies radars and screen. Warlocks Voidwalker. Now this class has been a little lack luster since taken King at least to me. Let's help it. -Nova bomb damage to all enemies is increased by 7% -Bloom explosions now do more bonus damage -Life steal boosts recovery (but not on the Ram. Btw Ram will only boost armor on voidwalker) -surge boosts agility even more -Glide is faster and more reliable (applies to all three subclasses) -Nova bomb receives a crosshair when used -Scatter grenades do more damage Sunsinger. The last chance, the big fish, the run away spectrum. The self Rez King. Let's give it a few boosts and tweaks. -Solar wind is more effective -Solar grenades burn the target regardless -All burn damage is decreased by 2% -Radiance decreases melee cool down at the same rate as grenades. -Song of flame is 9% more effective to allies and shows a ring of fire to show allies the effective range of it. -Radiant will adds 3 more seconds to what it already gives -Flame shield's duration is reduced by 3 seconds (14 to 11 seconds) -Gift of the sun boosts discipline and grenade kills will recharge your next grenade. Stormcallers. Now it's been accused of being the most overpowered subclass now that sunbreaker was nerfed. Let's tweak it not nerf it! -Storm grenade is more accurate. -Amplitudes upgrade to make the melee go even larger is reduced by 3.5% -Ionic blink will be more forwards then upwards and limit jump height during super time. -Landfall can only be used in the air. -Landfall will not blind if the impossible machines are equipped. (To avoid the blind and iconic blink thing) -Rising storm is more effective (was one second now is 13 seconds) -Arcbolt replaced with lighting grenade -Arc web is more reliable -Pulse wave speed is increased by 12% Weapons Autos -get the true buffs they deserved -Slight stability boosts on all autos -hip fire Reticle changed to a circular shape Pulse rifles -Small increase in damage by roughly 2 or 3% to compete with autos -Slightly decreased dps falloff - hip fire Reticle changed to a triangular shape Scouts -Base dps across all scouts is reduced by 2% -Damage falloff slightly increased - hip fire Reticle changed to a square pattern. Hand cannons -Range boost on all hand cannons (but not the last word) by about 10 or 15 -Hip fire reticle changed to a circular pattern. -Slightly increased stability -Reserve ammo restored Snipers -When taking damage, snipers will flinch more. -Small reduction in base damage. By about 3 or 2% -Reserve ammo is reduced a bit on all snipers except black spindle. Fusions -Bullet (or laser) travel speed increased. -Slightly more stability when hip firing. -Can hit critical shots -Base dps is increased across the board by 3% -Reticle size decreased for more reliable shooting when firing from the hip. -Stability will decrease blast spread -Range will increase the speed of the projectiles -Reserve ammo boosted Shotguns -Stability increased by 10 on all shotguns -reload increased by 15 on all shotguns. -Maximum shots in one shotgun can only be 5. Sidearms -Increase in base damage -Hipe fire reticle changed to a square -Machine guns -Stabilty decrease -Mag decrease on high impact machine guns Exotics. Fourth Horsemen -Reload increased The chaperone -Range boost -Precision scaler increased -Added whipping sound when it is fully reloaded Invective -Rate of fire decreased -Impact increased -Stability decreased -Range slightly decreased No land beyond -Iron sights more reliable -Flared mag well increases the time in between the shots. -The master can stack up to 3 times. Hereafter -Stability boost -Magazine boost (4 to 5) Black spindle -Ammo reserves increased -Scope when ads changed to green instead of blue (to show its of hive origin) Plan C -Boost to stability -Increased stability when hip firing -Reload decreased -Range decrease Pocket Infinity -Brought up to year two. -Range boost. -Mag boost (3 to 5) Telestlo -Larger impact, slower charge time -Decreased stability -Decreased reload -Impact affects aftermath explosions Sleeper simulant -Rounds will have decreased dps falloff when final perk is unlocked -Shots that hit enemies will bounce towards towards other enemies -Replaced injection mold with perfect balance -Replaced hip fire with unflinching Mida -Now have the option to choose in between high caliber rounds and full aim assist -Weapon swap speed decreased -Magazine decreased (21 to 19 or 20) -Reload slightly decreased Jade rabbit -Slight reload decrease (it pains me to even say that) Hawkmoon (HAWKMOON!!!!) -Range increased (maybe 10 or 20) but global range changes to hand cannons doesn't count with hawkmoon -Stability increased -Luck in the chamber bullets do a little more damage. (105 to 112) Last word -Precision scalar decreased (107 to 101) Ace of spades -Mag reduced to 9 -reload buff -Slight aim assist buff -Reinforced barrel replaced by rifled barrel First Curse -Rate of fire increased -reload increase No time to explain -Muzzle flash decreased -Mag boost (24 to 27) Red death -Replaced snapshot with reinforced barrel. Zhalo supercell -Lightning fx when aiming down sights is lowered (like bad juju was) -Chain lighting happens more often -Replaced hammer forged with send it. -Replaced braced frame with extended mag. -Fabian strategy -Mag boost (40 to 52) -Frontlines does not decreased damage when it fires faster -Stabilty boost -Reload boost Suros regime -Slight reserve ammo boost -Accuracy slightly increased -Healing from the Suros legacy perk is more frequent. Dragons breath -Blast radius increased. -AOE fire from after blast is not affected Prison of Elders exotics (lord of wolves, dregs promise, Queenbreakers bow) brought up to year two. -Dregs promise shock rounds will have no dps falloff General -Year one vendor weapons and armor are able to be attained from legacy strikes. -Legacy engrams Xur cost less -Taken captains have a 15 second cool down until they throw another blinding bubble I will keep posting this until you see Bungie. This game is nothing but ruled by hunters, snipers and scouts.
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I'm just going to say what I want the next patch to be and I hope this is good for the majority of you Titans Sunbreakers. We know they got hit hard (depending on you're perspective) so here's what I want. -Fix the blast radius bug and boost blast radius so it's in between post nerf and pre nerf for forgemaster -Tracking should be what it was but at a cost of agility and recovery. No boosts. -Sunspots should do a bit more damage. (Maybe 3% more?) -Pressing your melee button will do a melee attack for hammer or sol. But suncharge will make it an uber attack like it already is. -Suncharge will grant extra armor, but at the cost of not throwing hammers. -Reduce healing cool down from 3 seconds to 1.5 seconds -Explosive pyre applies to grenade and melee -Activation sound for hammer of sol is lowered Strikers -Flashbang will blind for 6 seconds -Transfusion applies to fist of havoc -Melee range increased (applies to all subclasses and not by much) but discharge boosts melee range (like by 2%) Defenders. It's so easy to destroy their bubbles in mayhem or just kill them in general. Let's change that. -Bubble strength increased so for example it takes three golden gun shots to destroy it. -Super meter acts as a timer for bubbles (like golden gun, sunbreaker, etc) -Blessing and weapons get a 5% buff. - Enemies should be slowed when inside bubble. -Force barrier activates on contact (if you guys want it to. I just put that there) Hunters Gunslinger. Now it seems balanced but it's really easy to use. Let's make a few tweaks. -Deadeye can now hit critical -Throwing knives that burn don't cancel burn of you hit a critical. -Scatter grenade does more damage -Golden guns damage fall off is increased by 5% -Longer time to activate golden gun (about 2 seconds), and louder sound golden gun emits. -Projectiles have a bit of travel time (maybe 1 or 2 seconds before hitting something at longer ranges) -Golden guns damage is increased against AI by 5% -Scavenger works with heavy and is more effective. -Circle of life replaced with Circle of fire (getting a kill with throwing knife will cause golden gun to cast a ring of fire around it when activated) -Gamblers dagger boosts strength Bladedancer. Now this subclass is now just pitiful. It's hard to use, easy to kill, and used to be so much more. Let's fix that. -super time increased (19 swings to 24) -Flux grenade does more damage. -Arcbolt grenade does more damage. -Invisibility time is increased with and without shadowjack -Fastest subclass with fleet footed and capable of keeping up with Titan skaters -Hungering blade now applies to grenades but has a cool down of 1.5 seconds. -Encore now grants a bigger boost. -Super damage done against AI is increased by 7%. -Showstopper is faster and more forwards -Activating arc blade with vanish on will turn you invisible Nightstalkers. So far they are a good pve subclass but let's make their pvp game better. -Shadowshot's tether activation is decreased (1.5 to 1) -Vanish in Smoke bombs last a little longer -Once you throw your grenade it will take 1 second before you can throw your smoke and vice versa -Blood bound transfers more damage to all tether targets. -Courage of the pack armor is increased by 8% from what it is now. -Marked targets will appear on allies radars and screen. Warlocks Voidwalker. Now this class has been a little lack luster since taken King at least to me. Let's help it. -Nova bomb damage to all enemies is increased by 7% -Bloom explosions now do more bonus damage -Life steal boosts recovery (but not on the Ram. Btw Ram will only boost armor on voidwalker) -surge boosts agility even more -Glide is faster and more reliable (applies to all three subclasses) -Nova bomb receives a crosshair when used -Scatter grenades do more damage Sunsinger. The last chance, the big fish, the run away spectrum. The self Rez King. Let's give it a few boosts and tweaks. -Solar wind is more effective -Solar grenades burn the target regardless -All burn damage is decreased by 2% -Radiance decreases melee cool down at the same rate as grenades. -Song of flame is 9% more effective to allies and shows a ring of fire to show allies the effective range of it. -Radiant will adds 3 more seconds to what it already gives -Flame shield's duration is reduced by 3 seconds (14 to 11 seconds) -Gift of the sun boosts discipline and grenade kills will recharge your next grenade. Stormcallers. Now it's been accused of being the most overpowered subclass now that sunbreaker was nerfed. Let's tweak it not nerf it! -Storm grenade is more accurate. -Amplitudes upgrade to make the melee go even larger is reduced by 3.5% -Ionic blink will be more forwards then upwards and limit jump height during super time. -Landfall can only be used in the air. -Landfall will not blind if the impossible machines are equipped. (To avoid the blind and iconic blink thing) -Rising storm is more effective (was one second now is 13 seconds) -Arcbolt replaced with lighting grenade -Arc web is more reliable -Pulse wave speed is increased by 12% Weapons Autos -get the true buffs they deserved -Slight stability boosts on all autos -hip fire Reticle changed to a circular shape Pulse rifles -Small increase in damage by roughly 2 or 3% to compete with autos -Slightly decreased dps falloff - hip fire Reticle changed to a triangular shape Scouts -Base dps across all scouts is reduced by 2% -Damage falloff slightly increased - hip fire Reticle changed to a square pattern. Hand cannons -Range boost on all hand cannons (but not the last word) by about 10 or 15 -Hip fire reticle changed to a circular pattern. -Slightly increased stability -Reserve ammo restored Snipers -When taking damage, snipers will flinch more. -Small reduction in base damage. By about 3 or 2% -Reserve ammo is reduced a bit on all snipers except black spindle. Fusions -Bullet (or laser) travel speed increased. -Slightly more stability when hip firing. -Can hit critical shots -Base dps is increased across the board by 3% -Reticle size decreased for more reliable shooting when firing from the hip. -Stability will decrease blast spread -Range will increase the speed of the projectiles -Reserve ammo boosted Shotguns -Stability increased by 10 on all shotguns -reload increased by 15 on all shotguns. -Maximum shots in one shotgun can only be 5. Sidearms -Increase in base damage -Hipe fire reticle changed to a square -Machine guns -Stabilty decrease -Mag decrease on high impact machine guns Exotics. Fourth Horsemen -Reload increased The chaperone -Range boost -Precision scaler increased -Added whipping sound when it is fully reloaded Invective -Rate of fire decreased -Impact increased -Stability decreased -Range slightly decreased No land beyond -Iron sights more reliable -Flared mag well increases the time in between the shots. -The master can stack up to 3 times. Hereafter -Stability boost -Magazine boost (4 to 5) Black spindle -Ammo reserves increased -Scope when ads changed to green instead of blue (to show its of hive origin) Plan C -Boost to stability -Increased stability when hip firing -Reload decreased -Range decrease Pocket Infinity -Brought up to year two. -Range boost. -Mag boost (3 to 5) Telestlo -Larger impact, slower charge time -Decreased stability -Decreased reload -Impact affects aftermath explosions Sleeper simulant -Rounds will have decreased dps falloff when final perk is unlocked -Shots that hit enemies will bounce towards towards other enemies -Replaced injection mold with perfect balance -Replaced hip fire with unflinching Mida -Now have the option to choose in between high caliber rounds and full aim assist -Weapon swap speed decreased -Magazine decreased (21 to 19 or 20) -Reload slightly decreased Jade rabbit -Slight reload decrease (it pains me to even say that) Hawkmoon (HAWKMOON!!!!) -Range increased (maybe 10 or 20) but global range changes to hand cannons doesn't count with hawkmoon -Stability increased -Luck in the chamber bullets do a little more damage. (105 to 112) Last word -Precision scalar decreased (107 to 101) Ace of spades -Mag reduced to 9 -reload buff -Slight aim assist buff -Reinforced barrel replaced by rifled barrel First Curse -Rate of fire increased -reload increase No time to explain -Muzzle flash decreased -Mag boost (24 to 27) Red death -Replaced snapshot with reinforced barrel. Zhalo supercell -Lightning fx when aiming down sights is lowered (like bad juju was) -Chain lighting happens more often -Replaced hammer forged with send it. -Replaced braced frame with extended mag. -Fabian strategy -Mag boost (40 to 52) -Frontlines does not decreased damage when it fires faster -Stabilty boost -Reload boost Suros regime -Slight reserve ammo boost -Accuracy slightly increased -Healing from the Suros legacy perk is more frequent. Dragons breath -Blast radius increased. -AOE fire from after blast is not affected Prison of Elders exotics (lord of wolves, dregs promise, Queenbreakers bow) brought up to year two. -Dregs promise shock rounds will have no dps falloff General -Year one vendor weapons and armor are able to be attained from legacy strikes. -Legacy engrams Xur cost less -Taken captains have a 15 second cool down until they throw another blinding bubble I will keep posting this until you see Bungie. This game is nothing but ruled by hunters, snipers and scouts.
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I'm just going to say what I want the next patch to be and I hope this is good for the majority of you Titans Sunbreakers. We know they got hit hard (depending on you're perspective) so here's what I want. -Fix the blast radius bug and boost blast radius so it's in between post nerf and pre nerf for forgemaster -Tracking should be what it was but at a cost of agility and recovery. No boosts. -Sunspots should do a bit more damage. (Maybe 3% more?) -Pressing your melee button will do a melee attack for hammer or sol. But suncharge will make it an uber attack like it already is. -Suncharge will grant extra armor, but at the cost of not throwing hammers. -Reduce healing cool down from 3 seconds to 1.5 seconds -Explosive pyre applies to grenade and melee -Activation sound for hammer of sol is lowered Strikers -Flashbang will blind for 6 seconds -Transfusion applies to fist of havoc -Melee range increased (applies to all subclasses and not by much) but discharge boosts melee range (like by 2%) Defenders. It's so easy to destroy their bubbles in mayhem or just kill them in general. Let's change that. -Bubble strength increased so for example it takes three golden gun shots to destroy it. -Super meter acts as a timer for bubbles (like golden gun, sunbreaker, etc) -Blessing and weapons get a 5% buff. - Enemies should be slowed when inside bubble. -Force barrier activates on contact (if you guys want it to. I just put that there) Hunters Gunslinger. Now it seems balanced but it's really easy to use. Let's make a few tweaks. -Deadeye can now hit critical -Throwing knives that burn don't cancel burn of you hit a critical. -Scatter grenade does more damage -Golden guns damage fall off is increased by 5% -Longer time to activate golden gun (about 2 seconds), and louder sound golden gun emits. -Projectiles have a bit of travel time (maybe 1 or 2 seconds before hitting something at longer ranges) -Golden guns damage is increased against AI by 5% -Scavenger works with heavy and is more effective. -Circle of life replaced with Circle of fire (getting a kill with throwing knife will cause golden gun to cast a ring of fire around it when activated) -Gamblers dagger boosts strength Bladedancer. Now this subclass is now just pitiful. It's hard to use, easy to kill, and used to be so much more. Let's fix that. -super time increased (19 swings to 24) -Flux grenade does more damage. -Arcbolt grenade does more damage. -Invisibility time is increased with and without shadowjack -Fastest subclass with fleet footed and capable of keeping up with Titan skaters -Hungering blade now applies to grenades but has a cool down of 1.5 seconds. -Encore now grants a bigger boost. -Super damage done against AI is increased by 7%. -Showstopper is faster and more forwards -Activating arc blade with vanish on will turn you invisible Nightstalkers. So far they are a good pve subclass but let's make their pvp game better. -Shadowshot's tether activation is decreased (1.5 to 1) -Vanish in Smoke bombs last a little longer -Once you throw your grenade it will take 1 second before you can throw your smoke and vice versa -Blood bound transfers more damage to all tether targets. -Courage of the pack armor is increased by 8% from what it is now. -Marked targets will appear on allies radars and screen. Warlocks Voidwalker. Now this class has been a little lack luster since taken King at least to me. Let's help it. -Nova bomb damage to all enemies is increased by 7% -Bloom explosions now do more bonus damage -Life steal boosts recovery (but not on the Ram. Btw Ram will only boost armor on voidwalker) -surge boosts agility even more -Glide is faster and more reliable (applies to all three subclasses) -Nova bomb receives a crosshair when used -Scatter grenades do more damage Sunsinger. The last chance, the big fish, the run away spectrum. The self Rez King. Let's give it a few boosts and tweaks. -Solar wind is more effective -Solar grenades burn the target regardless -All burn damage is decreased by 2% -Radiance decreases melee cool down at the same rate as grenades. -Song of flame is 9% more effective to allies and shows a ring of fire to show allies the effective range of it. -Radiant will adds 3 more seconds to what it already gives -Flame shield's duration is reduced by 3 seconds (14 to 11 seconds) -Gift of the sun boosts discipline and grenade kills will recharge your next grenade. Stormcallers. Now it's been accused of being the most overpowered subclass now that sunbreaker was nerfed. Let's tweak it not nerf it! -Storm grenade is more accurate. -Amplitudes upgrade to make the melee go even larger is reduced by 3.5% -Ionic blink will be more forwards then upwards and limit jump height during super time. -Landfall can only be used in the air. -Landfall will not blind if the impossible machines are equipped. (To avoid the blind and iconic blink thing) -Rising storm is more effective (was one second now is 13 seconds) -Arcbolt replaced with lighting grenade -Arc web is more reliable -Pulse wave speed is increased by 12% Weapons Autos -get the true buffs they deserved -Slight stability boosts on all autos -hip fire Reticle changed to a circular shape Pulse rifles -Small increase in damage by roughly 2 or 3% to compete with autos -Slightly decreased dps falloff - hip fire Reticle changed to a triangular shape Scouts -Base dps across all scouts is reduced by 2% -Damage falloff slightly increased - hip fire Reticle changed to a square pattern. Hand cannons -Range boost on all hand cannons (but not the last word) by about 10 or 15 -Hip fire reticle changed to a circular pattern. -Slightly increased stability -Reserve ammo restored Snipers -When taking damage, snipers will flinch more. -Small reduction in base damage. By about 3 or 2% -Reserve ammo is reduced a bit on all snipers except black spindle. Fusions -Bullet (or laser) travel speed increased. -Slightly more stability when hip firing. -Can hit critical shots -Base dps is increased across the board by 3% -Reticle size decreased for more reliable shooting when firing from the hip. -Stability will decrease blast spread -Range will increase the speed of the projectiles -Reserve ammo boosted Shotguns -Stability increased by 10 on all shotguns -reload increased by 15 on all shotguns. -Maximum shots in one shotgun can only be 5. Sidearms -Increase in base damage -Hipe fire reticle changed to a square -Machine guns -Stabilty decrease -Mag decrease on high impact machine guns Exotics. Fourth Horsemen -Reload increased The chaperone -Range boost -Precision scaler increased -Added whipping sound when it is fully reloaded Invective -Rate of fire decreased -Impact increased -Stability decreased -Range slightly decreased No land beyond -Iron sights more reliable -Flared mag well increases the time in between the shots. -The master can stack up to 3 times. Hereafter -Stability boost -Magazine boost (4 to 5) Black spindle -Ammo reserves increased -Scope when ads changed to green instead of blue (to show its of hive origin) Plan C -Boost to stability -Increased stability when hip firing -Reload decreased -Range decrease Pocket Infinity -Brought up to year two. -Range boost. -Mag boost (3 to 5) Telestlo -Larger impact, slower charge time -Decreased stability -Decreased reload -Impact affects aftermath explosions Sleeper simulant -Rounds will have decreased dps falloff when final perk is unlocked -Shots that hit enemies will bounce towards towards other enemies -Replaced injection mold with perfect balance -Replaced hip fire with unflinching Mida -Now have the option to choose in between high caliber rounds and full aim assist -Weapon swap speed decreased -Magazine decreased (21 to 19 or 20) -Reload slightly decreased Jade rabbit -Slight reload decrease (it pains me to even say that) Hawkmoon (HAWKMOON!!!!) -Range increased (maybe 10 or 20) but global range changes to hand cannons doesn't count with hawkmoon -Stability increased -Luck in the chamber bullets do a little more damage. (105 to 112) Last word -Precision scalar decreased (107 to 101) Ace of spades -Mag reduced to 9 -reload buff -Slight aim assist buff -Reinforced barrel replaced by rifled barrel First Curse -Rate of fire increased -reload increase No time to explain -Muzzle flash decreased -Mag boost (24 to 27) Red death -Replaced snapshot with reinforced barrel. Zhalo supercell -Lightning fx when aiming down sights is lowered (like bad juju was) -Chain lighting happens more often -Replaced hammer forged with send it. -Replaced braced frame with extended mag. -Fabian strategy -Mag boost (40 to 52) -Frontlines does not decreased damage when it fires faster -Stabilty boost -Reload boost Suros regime -Slight reserve ammo boost -Accuracy slightly increased -Healing from the Suros legacy perk is more frequent. Dragons breath -Blast radius increased. -AOE fire from after blast is not affected Prison of Elders exotics (lord of wolves, dregs promise, Queenbreakers bow) brought up to year two. -Dregs promise shock rounds will have no dps falloff General -Year one vendor weapons and armor are able to be attained from legacy strikes. -Legacy engrams Xur cost less -Taken captains have a 15 second cool down until they throw another blinding bubble I will keep posting this until you see Bungie. This game is nothing but ruled by hunters, snipers and scouts.
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I will not stop now. I'm gonna keep posting my patch notes until you take notice.
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I wish it would stop ruining the game that we paid for that we own and they keep ruining every hot fix every weekend every time they keep putting a new update
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Hawkmoon buff, what should be done? For the most part hand cannons are in an ok place in the crucible (other than the last word and [b]Thorn[/b]) and hey I'll admit it, I use last word sniper a lot in the crucible. Erlier today I thought "hey, why not go get Hawkmoon and give it a go in the crucible" (hawkmoon being one of my previous favourite hand cannons in year 1 as it took some degree of skill you use) and I had a lot of fun with it. Except it cannot out gun the last word or [b]Thorn[/b] at any range constantly and there is 3 good reasons for this. 1) the gun just simply not accurate enough. Where [b]Thorn[/b] and the last word can easily land ADS spam fire follow up shots (even at full auto for a skilled last word user) the Hawkmoon simply cannot. You have to take your time with the shot with hawkmoon as chances are if you don't it will be very difficult to get a head shot and most head shots will count as a body shots or just not hit. This leads to: close range =killed by last word as you can't land shots quick enough to get a kill. Medium range=killed by last word or thorn you can't land shots quick enough and some shot miss register or just miss entirely when they should have hir. Long range=killed by [b]Thorn[/b] as shots don't do enough dammage and miss too often and you have to take you time with shots. 2) Hawkmoons Base range is too low. It has a Base range of 26 which is 12 lower than the [b]Thorn[/b] and only 18 higher than the last word. This, allong side the accuracy issue, means that at every range you are getting out gunned. The hawkmoon should not massively have lower Base range than the thorn, which has an ability to burn guardians which should compensate for damage drop off when the hawkmoon has no such perk. 3) The lucky bullets do not do enough dammage. They now do X1.2 dammage than a normal bullet and do not stack. Personally I have found this little use in the crucible as for most engagements this dammage is not quite enough to 2 tap people in the crucible. [u]How to resolve the issues[/u] 1) Bring Hawkmoons accuracy back to what it was in year 1. Meaning the gun still takes skill to use and time to learn how to master. 2) Bring up Hawkmoons Base range by 10 (it received a -20 to Base range when it was nerfed) to bring the [b]Base[/b] range up to 36. This will allow for a better more competitive gun in the crucible 3) Bring the Lucky Bullets dammage up to X1.25 or X1.275 of that of the dammage of a normal bullet. This will make the gun able to 2 tap people in the crucible if they can get head shots. If these changes are made I personally believe that hawkmoon will become a good hand cannon which can preform well in a medium-close range encounter, unlike the Hawkmoon we have today which feels like a close range gun which cannot preform at close range due to the fact you have to fire very slowly to accurately land shots, and at every range [b]Thorn and the last word[/b] are just simply better options as they can out gun the hawkmoon with a ease. I am a ps4 player.
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Fix the damn RGN. Every event I spend hours trying to get the nice rewards and end up missing out. I wouldn't care but all I can do is play this game due to my disability. I know its not fully based on RNG because I see some people get awesome RNG on particular characters and always good perks on their weapons and the grinders get BS. Why the scam? Just reward people accordingly. If I don't get my gf that stupid "pink ghost" ima put destiny down till division. I'm tired of getting panic attacks in pvp and its not even worth it. This game is stressful and the payout is BS.
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IHEROES OF THE UNIVERSEI XBOX ONE We are a UK based Destiny clan, but have a high number of international players already with us, from the States to Australia and many countries of Europe. We have over 280+ members already with us and we are looking to expand and grow! we'd like you to be apart of it. I myself have been playing since day one so have plenty of experience with the game. I first decided to make a clan to create a group of players to get to know and make new friends to play destiny with. It started like that and it's still like it now with the community bigger than ever! We are always looking for new members who could fit into this community and to be apart of something great! There isn't a age bar in this clan. Just be mature and sensible and willing to listen and help if need be. We participate in all the activities from the raids to the iron banner, from quests to daily heroics. If you need help with something or even if you'd just like to meet new guardians, make new friends and have some compamy while playing in the world of destiny, we can help. If your interested in joining IHEROES OF THE UNIVERSEI send me a message on here Or just join us by the groups page ,check us out and join up. https://www.bungie.net/en/Clan/Forum/1272784 Hope to speak to you soon.
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IHEROES OF THE UNIVERSEI XBOX ONE We are a UK based Destiny clan, but have a high number of international players already with us, from the States to Australia and many countries of Europe. We have over 280+ members already with us and we are looking to expand and grow! we'd like you to be apart of it. I myself have been playing since day one so have plenty of experience with the game. I first decided to make a clan to create a group of players to get to know and make new friends to play destiny with. It started like that and it's still like it now with the community bigger than ever! We are always looking for new members who could fit into this community and to be apart of something great! There isn't a age bar in this clan. Just be mature and sensible and willing to listen and help if need be. We participate in all the activities from the raids to the iron banner, from quests to daily heroics. If you need help with something or even if you'd just like to meet new guardians, make new friends and have some compamy while playing in the world of destiny, we can help. If your interested in joining IHEROES OF THE UNIVERSEI send me a message on here Or just join us by the groups page ,check us out and join up. https://www.bungie.net/en/Clan/Forum/1272784 Hope to speak to you soon. I ICEOELITE I
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Edited by A Tigerstorm: 2/12/2016 11:54:46 PMI'm just going to say what I want the next patch to be and I hope this is good for the majority of you Titans Sunbreakers. We know they got hit hard (depending on you're perspective) so here's what I want. -Fix the blast radius bug and boost blast radius so it's in between post nerf and pre nerf for forgemaster -Tracking should be what it was but at a cost of agility and recovery. No boosts. -Sunspots should do a bit more damage. (Maybe 3% more?) -Pressing your melee button will do a melee attack for hammer or sol. But suncharge will make it an uber attack like it already is. -Suncharge will grant extra armor, but at the cost of not throwing hammers. -Reduce healing cool down from 3 seconds to 1.5 seconds -Explosive pyre applies to grenade and melee -Activation sound for hammer of sol is lowered Strikers -Flashbang will blind for 6 seconds -Transfusion applies to fist of havoc -Melee range increased (applies to all subclasses and not by much) but discharge boosts melee range (like by 2%) Defenders. It's so easy to destroy their bubbles in mayhem or just kill them in general. Let's change that. -Bubble strength increased so for example it takes three golden gun shots to destroy it. -Super meter acts as a timer for bubbles (like golden gun, sunbreaker, etc) -Blessing and weapons get a 5% buff. - Enemies should be slowed when inside bubble. -Force barrier activates on contact (if you guys want it to. I just put that there) Hunters Gunslinger. Now it seems balanced but it's really easy to use. Let's make a few tweaks. -Deadeye can now hit critical -Throwing knives that burn don't cancel burn of you hit a critical. -Scatter grenade does more damage -Golden guns damage fall off is increased by 5% -Longer time to activate golden gun (about 2 seconds) and golden gun is louder -Projectiles have a bit of travel time (maybe 1 or 2 seconds before hitting something at longer ranges) -Golden guns damage is increased against AI by 5% -Scavenger works with heavy and is more effective. -Circle of life replaced with Circle of fire (getting a kill with throwing knife will cause golden gun to cast a ring of fire around it when activated) -Gamblers dagger boosts strength Bladedancer. Now this subclass is now just pitiful. It's hard to use, easy to kill, and used to be so much more. Let's fix that. -super time increased (19 swings to 24) -Flux grenade does more damage. -Arcbolt grenade does more damage. -Invisibility time is increased with and without shadowjack -Fastest subclass with fleet footed and capable of keeping up with Titan skaters -Hungering blade now applies to grenades but has a cool down of 1.5 seconds. -Encore now grants a bigger boost. -Super damage done against AI is increased by 7%. -Showstopper is faster and more forwards -Activating arc blade with vanish on will turn you invisible Nightstalkers. So far they are a good pve subclass but let's make their pvp game better. -Shadowshot's tether activation is decreased (1.5 to 1) -Vanish in Smoke bombs last a little longer -Once you throw your grenade it will take 1 second before you can throw your smoke and vice versa -Blood bound transfers more damage to all tether targets. -Courage of the pack armor is increased by 8% from what it is now. -Marked targets will appear on allies radars and screen. Warlocks Voidwalker. Now this class has been a little lack luster since taken King at least to me. Let's help it. -Nova bomb damage to all enemies is increased by 7% -Bloom explosions now do more bonus damage -Life steal boosts recovery (but not on the Ram. Btw Ram will only boost armor on voidwalker) -surge boosts agility even more -Glide is faster and more reliable (applies to all three subclasses) -Nova bomb receives a crosshair when used -Scatter grenades do more damage Sunsinger. The last chance, the big fish, the run away spectrum. The self Rez King. Let's give it a few boosts and tweaks. -Solar wind is more effective -Solar grenades burn the target regardless -All burn damage is decreased by 2% -Radiance decreases melee cool down at the same rate as grenades. -Song of flame is 9% more effective to allies and shows a ring of fire to show allies the effective range of it. -Radiant will adds 3 more seconds to what it already gives -Flame shield's duration is reduced by 3 seconds (14 to 11 seconds) -Gift of the sun boosts discipline and grenade kills will recharge your next grenade. Stormcallers. Now it's been accused of being the most overpowered subclass now that sunbreaker was nerfed. Let's tweak it not nerf it! -Storm grenade is more accurate. -Amplitudes upgrade to make the melee go even larger is reduced by 3.5% -Ionic blink will be more forwards then upwards and limit jump height during super time. -Landfall can only be used in the air. -Landfall will not blind if the impossible machines are equipped. (To avoid the blind and iconic blink thing) -Rising storm is more effective (was one second now is 13 seconds) -Arcbolt replaced with lighting grenade -Arc web is more reliable -Pulse wave speed is increased by 12% Weapons Autos -get the true buffs they deserved -Slight stability boosts on all autos -hip fire Reticle changed to a circular shape Pulse rifles -Small increase in damage by roughly 2 or 3% to compete with autos -Slightly decreased dps falloff - hip fire Reticle changed to a triangular shape Scouts -Base dps across all scouts is reduced by 2% -Damage falloff slightly increased - hip fire Reticle changed to a square pattern. Hand cannons -Range boost on all hand cannons (but not the last word) by about 10 or 15 -Hip fire reticle changed to a circular pattern. -Slightly increased stability -Reserve ammo restored Snipers -When taking damage, snipers will flinch more. -Small reduction in base damage. By about 3 or 2% -Reserve ammo is reduced a bit on all snipers except black spindle. Fusions -Bullet (or laser) travel speed increased. -Slightly more stability when hip firing. -Can hit critical shots -Base dps is increased across the board by 3% -Reticle size decreased for more reliable shooting when firing from the hip. -Stability will decrease blast spread -Range will increase the speed of the projectiles -Reserve ammo boosted Shotguns -Stability increased by 10 on all shotguns -reload increased by 15 on all shotguns. -Maximum shots in one shotgun can only be 5. Sidearms -Increase in base damage -Hipe fire reticle changed to a square -Machine guns -Stabilty decrease -Mag decrease on high impact machine guns Exotics. Fourth Horsemen -Reload increased The chaperone -Range boost -Precision scaler increased -Added whipping sound when it is fully reloaded Invective -Rate of fire decreased -Impact increased -Stability decreased -Range slightly decreased No land beyond -Iron sights more reliable -Flared mag well increases the time in between the shots. -The master can stack up to 3 times. Hereafter -Stability boost -Magazine boost (4 to 5) Black spindle -Ammo reserves increased -Scope when ads changed to green instead of blue (to show its of hive origin) Plan C -Boost to stability -Increased stability when hip firing -Reload decreased -Range decrease Pocket Infinity -Brought up to year two. -Range boost. -Mag boost (3 to 5) Telestlo -Larger impact, slower charge time -Decreased stability -Decreased reload -Impact affects aftermath explosions Sleeper simulant -Rounds will have decreased dps falloff when final perk is unlocked -Shots that hit enemies will bounce towards towards other enemies -Replaced injection mold with perfect balance -Replaced hip fire with unflinching Mida -Now have the option to choose in between high caliber rounds and full aim assist -Weapon swap speed decreased -Magazine decreased (21 to 19 or 20) -Reload slightly decreased Jade rabbit -Slight reload decrease (it pains me to even say that) Hawkmoon (HAWKMOON!!!!) -Range increased (maybe 10 or 20) but global range changes to hand cannons doesn't count with hawkmoon -Stability increased -Luck in the chamber bullets do a little more damage. (105 to 112) Last word -Precision scalar decreased (107 to 101) Ace of spades -Mag reduced to 9 -reload buff -Slight aim assist buff -Reinforced barrel replaced by rifled barrel First Curse -Rate of fire increased -reload increase No time to explain -Muzzle flash decreased -Mag boost (24 to 27) Red death -Replaced snapshot with reinforced barrel. Zhalo supercell -Lightning fx when aiming down sights is lowered (like bad juju was) -Chain lighting happens more often -Replaced hammer forged with send it. -Replaced braced frame with extended mag. -Fabian strategy -Mag boost (40 to 52) -Frontlines does not decreased damage when it fires faster -Stabilty boost -Reload boost Suros regime -Slight reserve ammo boost -Accuracy slightly increased -Healing from the Suros legacy perk is more frequent. Dragons breath -Blast radius increased. -AOE fire from after blast is not affected Prison of Elders exotics (lord of wolves, dregs promise, Queenbreakers bow) brought up to year two. -Dregs promise shock rounds will have no dps falloff General -Year one vendor weapons and armor are able to be attained from legacy strikes. -Legacy engrams Xur cost less -Taken captains have a 15 second cool down until they throw another blinding bubble That's what I have. Hope you like. If not, eh, it's down to personal preference.
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Just allow the engrams decrypt at up to character light level. No more 300 cap garbage.
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Fix ur shit
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https://www.bungie.net/en/Forum/Post/191223902/0/0
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I wish bungie would stop making destiny they can dev for shit.
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Fix ghost drop rate before CM is over. The drop rate is stupid low. Rarity is one thing, but I've grinded enough to have many of each.
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I'm not one to usually bitch, but please for the love of freaking GOD make a damn crucible playlist without -blam!-ing heavy! I'm tired of going into 3v3 matches and having one team run around with heavy machine guns. The match isn't even fun or close at that point. Heavy should not be in any 3v3 any way. It's not required. you are making a step in the right direction with the special ammo buff, now makes this happen.
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From postmaster to vault easier than the 5 min method
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Xbox one needs the option to set fireteams to invite only
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Exchange kiosk at the tower, rather than use the Speaker. Also add Strange Coins as an obtainable item from said kiosk. One step further (perhaps too far) a engram slot machine that dispenses anything from a blue engram to exotic depending on how many lines you bet.
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This!!!!
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If all these things were added the game would be 100x better
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*Attention Destiny 2 Fix* I NEED YOUR HELP BUMPING THIS TO THE TOP OF THE Destiny feedback FORUMS. I have gathered feedback from a ton of destiny players and put it in one feedback posting. It is a long post, but it is very detailed. I need your help follow this link to BUMP this to the top https://www.bungie.net/en/Forum/Post/191368376/0/0
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Please add to the list the ability to purchase armor materials. Just like we can now do with weapon parts. Thanks!