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Edited by Kienamaru: 5/9/2016 12:03:49 PM
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Gunslinger/Bladedancer Hunter Revamped for Year 2- BUNGIE Please

I support this. Old Subclasses need revamps.

327

I don't suppor this. Old Sublasses are fine.

136

Old Subclasses? What are those?!

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Edit- 5/9/2016= Updated. Slightly rebalanced a few perks. I'll have two other threads of this kind just to keep conversation in the comments more focused, assuming people wish to discuss the ideas. This one in particular is about Hunters. The purpose is to revamp the perk trees to be more in line with the power level of things that we see in Year 2 subclasses which are much more powerful. https://www.bungie.net/en/Forum/Post/162321611 -Warlock here- https://www.bungie.net/en/Forum/Post/162288175 -Titan here- Unlisted Perks are unchanged. [b]Gunslinger[/b] Throwing Knife: Throw an incendiary knife from a distance. Deals solar damage. [u]Mods[/u] Circle of Life: Killing an enemy while Golden Gun is active refills the timer of Golden Gun. +1 Armor, +1 Agility (Aside of also adding to agility, this allows any melee kill or grenade kill to add to the duration.) Super Heated: Throwing Knife sets enemies on fire, dealing additional damage over time. (this perk would add extra damage through DoT.) Golden Gun: Summon a flaming pistol which disintegrates enemies with Solar Light. Precision shots deal increased damage. (1.5x) [u]Mods[/u] Deadeye: Significantly increases the accuracy and Range of Golden Gun. (combines with Over the Horizon perk) [u]Ability Mods[/u] Keyhole: Golden Gun overpenetrates and can damage multiple targets. (increase the overpenetration. It should do so infinitely until it hits a wall) Gunslinger's Trance: Precision kills increase weapon stability and increase weapon reload speed. Stacks up to 3 times (combines with Chain of Woe) [u]Ability Mods 2[/u] Flash Fire: Golden Gun emits a flash of light upon activation, blinding nearby enemies. (basically works like Purifier Robes) Dying Embers: All solar burn lasts for longer. (3 ticks longer, making incendiary grenades and super heated knives more likely to kill.) [b]Bladedancer[/b] Blink Strike: An electrified melee attack with extended range. Acts as a short distance teleport to the target. (make the electricity more apparent) [u]Mods[/u] Fast Twitch: Reduces the cooldown of Blink Strike. Increases speed of melee attacks. (Stacks with Switchblade armor perk) Arc Blade: Charge your blade with Arc Light and consume your foes with lightning. Movement speed is increased while active. (This change would allow Arc Blade to work as intended instead of people outrunning it by blinking or titan skating. The only way to outrun it would be to play Max agility with a MIDA multitool with Lightweight.) [u]Mods[/u] Dual Wield: Gain another arc blade causing each attack to swing twice, sacrificing a special attack for doubled damage output. (makes arc blade useful against Majors and Ultras) Vanish: Press "RT/R2" during Arc Blade to disappear from sight with a powerful burst of arc energy or until an attack is made. (combines with Showstopper) [u]Ability Mods[/u] Fleet Footed: Increases maximum sprint speed, extends slide distance, less flinching from heights Quick Draw: Weapons ready immediately. Exit out of Arc Blade with no transition lag. (able to shoot immediately as a Stormcaller can) Shadowjack: Increases the duration of invisibility effects and reduces the cooldown of Stalker to 5 seconds. [u]Ability Mods 2[/u] Encore: Killing an enemy with Arc Blade extends its duration and causes an arc explosion. (think Thunderlord's hidden perk) Stalker: Tap B B/O O to gain temporary invisibility. (has a 7 second cooldown after it runs out)

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  • These sound great. I'd also like to see double jump changed to triple jump. Enhancements would be higher jump, increased control and quadruple jump for GS/NS and BD would retain Blink for Hunters who won't admit they're Warlocks. Bones of Eao shouldn't be necessary. The jump should always be that good and useful.

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