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#feedback

Edited by Cozmo: 11/5/2016 8:37:22 PM
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Community Wish List (old)

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.

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  • Edited by Wesinator69: 2/17/2016 11:50:52 PM
    I wish special weapons were balanced against primary weapons. In year 1 fusion rifles were voted the [i]most fun[/i] weapon to kill other players with and the [i]most frustrating[/i] weapon to get killed by. Bungie deemed it a problem (I agreed) and attempted to fix it by reducing the effectiveness of fusion rifles at longer ranges. In year 2 shotguns were widely considered the [i]easiest[/i] weapon to get kills with and the [i]hardest[/i] weapon to defend against. Bungie deemed it a problem (I disagreed) and they attempted to fix it by reducing the ability to quickly close distance & shoot. Now snipers are the hot topic of debate. Rather than argue about whether these weapons were/weren't OP and whether they were/weren't fixed, I would like to present the argument that [b]special weapon types are simply better than [i]all[/i] primary weapon types.[/b] So, my proposed solution is to [b]balance all special weapon types by assigning one primary weapon type as a counter[/b] to it. Let me clarify. I'm not suggesting that this becomes rock-paper-scizzors and every time a shotgunner and a handcannoneer meet that one should beat the other. But, I am suggesting that if a shotgunner runs straight at a handcannoneer in line of sight that the handcannoneer has a better chance of killing the shotgunner than he would if he had a scout, auto, or pulse rifle equipped. Here's how. [b]Snipers:[/b] Force snipers to choose between No Scope, Quick Scope, and Hard Scope. Give players more reaction time when being sniped. 3 frame delay when aiming down sight before being able to fire. Drastically increased flinch when aiming down sight OR Taking damage knocks the sniper out of aiming down sight. This would allow snipers who are good at quick scoping to still do it. This would encourage snipers to considering going for a no scope to avoid the penalties associated with being ADS. This would also force snipers to be in ADS longer making the red laser mechanic a useful tool for players to avoid being sniped. With these changes, long range primaries could viably pin down a sniper long enough to get out of the line of fire. Scout rifles would naturally float to the top as a counter weapon. [b]Shotguns:[/b] Force shotgunners to think about engaging and where they engage. Give players more reaction time when getting closed in. No further changes necessary to shotguns. BUT, hand cannons could rise to be a conscious choice to counter shotguns. In that regard, the minimum range of handcannons should be the maximum range of shotguns. Handcannons already lose stability faster than other primaries when firing rapidly. But, rapidly firing will still work if the enemy is getting closer and closer as you lose stability. [b]Fusion Rifles:[/b] Force fusion rifleman to pick between quick close range bursts or slower mid range clusters. Give players a reliable way to burn down a charging fusion rifleman. Fusion rifles are in a pretty good spot as well. BUT, auto rifles are naturally the best primary to track and sustain DPS during the few seconds it takes to charge a fusion rifle. So, give auto rifles wider cones even in ADS at optimal ranges with a slight damage increase to offset more shots missed. The stability of an auto can be compensated for with player skill. The RNG that puts raytraces inside a reticle cannot be compensated for so use it on this weapon type in a meaningful way. Then players are choosing a lower accuracy sustained DPS weapon without the option of using it like a faster shooting pulse rifle. [b]Sidearms:[/b] Give sidearms a niche that no other weapon type can occupy. Ensure there is a check to that niche. Without changing weapon stow speeds on other weapon types, maximize the ready speed of sidearms. Slight increase in precision damage multiplier. Sidearms are the answer to both "I need to reload but I'll die if I do" and "I need to hit them once but they are getting away!" The above changes solidify this role. The check to sidearms is to burst them down before they do the same thing to you. Which brings me to Pulse Rifles. Pulse rifles are great for burst damage at the risk of missing shots within a group due to stability. Currently, that's not much different than auto rifles. Autos just shoot a bit faster and have a bit less damage. Once autos have wider cones then pulse rifles can expand into the space they currently compete with autos in. At the same time, landing a headshot with a sidearm could win the fight even if you get hit with a 3-4 round burst to the head first since you were ahead in health when you chose to swap to the sidearm. [b]TL;DR[/b] [b]Scout > Sniper[/b] (not killing them just getting away from them / pinning them down) [b]Hand Cannon > Shotgun[/b] (not close range killers just stopping the straight on rush) [b]Auto Rifle > Fusion Rifle[/b] (if you survive the first FR burst, melt them while they charge the next one) [b]Pulse Rifle > Sidearm[/b] (burst them down more consistently then they can as long as your not behind in health from the get go)

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