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originally posted in: Community Wish List (old)
2/7/2016 4:05:50 PM
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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 Subclasses 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 take away a few seconds of super when hit. -Transfusion applies to fist of havoc -Melee range increased (applies to all subclasses and not by much) but discharge boosts melee range 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. -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. -Scattwr 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. 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%. 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) -Smoke bombs last a little longer -Blood bound transfers more damage to all tether targets. -Courage of the pack armor is increased by 8% from what it is now. 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 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 -Grenades burn the target for 3 seconds 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 a bit 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 kill a guardian if accurate but will not blind if the impossible machines are equipped. -Rising storm is more effective (was one second now is 13 seconds) -Arcbolt replaced with lighting grenade -Arc web is more reliable 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 increased dps falloff - hip fire Reticle changed to a triangular shape Scouts -Base dps across all scouts is reduced by 2% -Damage falloff is based on scouts range. For example mida would be a close quarters weapon. - hip fire Reticle unchanged Hand cannons -boosts to range (but not the last word) -Better reserve ammo -Hip fire reticle changed to a circular pattern. -Slightly increased stability 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 criticals -Base dps is increased across the board by 3% -Reticle size decreased for more reliable shooting Shotguns.....well....they seem fine now, and any range buffs will put them above fusions so let's focus on other things. -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. Now I know what you're thinking, "[i]Omg BUNGO nerf this exotic it's too powerful![/i]" But it's not. It just needs rebalancing. Let's make that happen. Fourth Horsemen -Reload increased Invective -Rate of fire decreased -Impact increased -Stability decreased -Range slight 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 range. -Increased stability when hip firing -Reload decreased 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) -Slight stability boost Hawkmoon (HAWKMOON!!!!) -Range increased (maybe 10 or 20) -Stability increased slightly -Luck in the chamber bullets do a little more damage. Last word -Slight reload buff Ace of spades -Mag reduced to 9 -Slight reload buff -Slight aim assist buff -Reinforced barrel replaced by rifled barrel First Curse -Stability increase -reload increase No time to explain -Muzzle flash decreased -Stability increase 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. 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 Perks -Hammer forge gets a 30% boost but not on shotguns. -Extended mag adds 6 more bullets to what it is -Speed reload grants 40% boost -injection mold grants a bigger boost -More coming soon. That's what I have. Hope you like. If not, eh, it's down to personal preference. [spoiler]For once Bungie actually look at this list maybe your so called RELIABLE data and see that all a true scrub needs are fire bolts, snipers, Midas, and last words and they succeed. So maybe actually get the next patch right, and try to make the weapons equal instead of one being better than the other.[/spoiler]
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  • Wow you put some thought into this ! But good

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  • Thanks

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  • Edited by tupanch: 2/8/2016 4:36:50 AM
    For the most part, i agree with you but a few things i would personally add: -bring up armor on sunbreaker enough to where only GG, rockets, and anything stronger can 1 hit kill you -make landfall usable in air and on ground with impossible machines, but half the radius of it -add a recovery time to transcendance (for those who dont know, Transcendance automatically gave you your health back) -decrease DoT damage in general (thorn, viking funeral, and incendiary grenades) -lower last word damage slightly to were it cant 2 shot you -bring vex and necrochasm into year 2 as well as the PoE exotics

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  • I put a few of these on my other list which isn't here. Thx for reminding me though

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  • Very well written and I agree with almost everything you have said, now it's just getting bungie to actually look at the forums and do something ;)

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  • Thanks!

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  • So in a nutshell: buff AR's and HC's and nerf Scouts specifically Mida?

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  • Somewhat. I wanted low range scouts to operate in low ranges. Medium range to be specific.

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  • Why does everyone hate scouts and think they are OP? I look at scouts like a M14. Higher caliber, better range but lower rof then autos but higher rof then snipers. They are meant to be an all around Swiss Army knife weapon. Adequate for all encounters but not necessarily ideal for closer or farther range.

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  • Edited by A Tigerstorm: 2/7/2016 9:05:17 PM
    Hmm... I never said scouts are op.

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  • Just a couple notes: - Increasing burn damage on Warlocks with Viking funeral [b]will[/b] kill people. It'll be a massacre. - Titans shouldn't be altered at all, I think they are the most balanced super currently. - Bladedance shouldn't increase the damage of flux grenades as they instant kill guardians anyway. Killing roaming supers with flux grenades would be infuriating. - Melee range for Titans shouldn't be changed. Their melee input is significant, hence why the range is not. - Nightstalker smoke grenades should not be altered by duration, but by nerfing the darkening vision applied when damaged by one. - Arcblade swings shouldn't be affected, good usage of blink compensates for that. - Stormtrance should be reduced in duration like Sunbreakers (not as severe). Using lightning rescues super energy like arcblade. - Golden gun shouldn't have damage falloff, it's easy enough to die without an armour increase. - Golden gun activates should takes 0.5 seconds faster.

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