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Edited by DarkHeroCC: 4/4/2016 4:29:40 PM
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How Bungie should Balance the Subclasses in Destiny

All Subclasses are perfectly fine

189

Most Subclasses are fine apart from 1 or 2

786

I'd say half of them are balanced

27

Only a few are balanced

38

Only 1 or 2 subclasses are balanced

13

NOTHING'S BALANCED IN THIS GAME

140

Do people still play Destiny?

49

Hello Guardians! Some of you may have noticed that, during the fist April update stream, Deej briefly mentioned that there will be changes to some subclasses. With that being said, in this video I will talking about what I believe Bungie should change in Destiny's Subclasses, in order to create a more fun and balanced Crucible experience. Not all the subclasses in Destiny need to be changed. Some are just fine the way they are, some others need a serious nerf, and others just need a small adjustment. That being said, I believe that the Striker, Gunslinger and the Voidwalker are perfectly fine the way they are at the moment. As for the rest... Leave your thoughts on the subclasses' balance down below and let me know what YOU would change on them, in favor of a more balanced Crucible experience. Thank you for your attention Guardians. May the Traveler be with you to Kick Oryx's Ass !!

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  • Edited by TrolleyProblem: 4/5/2016 11:15:09 PM
    [b][u]Titans:[/u][/b] let it be known my knowledge on you guys is limited. If you think I skipped over something/ did something unreasonable, then spit ball your own ideas Striker: [spoiler]increase damade of foh. It will kill any adds in pve (major/shielded/ otherwise) and high tier ultras/bosses will be damaged up to 30% Increase hit detection on shoulder charge[/spoiler Defender: [spoiler]increase speed of suppression grenade detonation Make their bubbles a lil bit more durable? Give the option of a moving bubble maybe and for reciprocation, when moving bubble, they reduce time of it and cannot defend themselves[/spoiler] Sunbreaker: [spoiler]increase explosion radius and aim assistance on hammers Increase time of super when using the "suncharge"[/spoiler] [b][u]hunters:[/u][/b] Again, I'm not the most versed with your class. If you feel something should go or stay, spit ball. Gunslinger: [spoiler]increase damage of golden gun. In pve, it will be capable of killing any add (major/shielded/ otherwise) and will do 10-15% damage to high tier ultras/ bosses Increase damage of throwing knife in pve Increase radius of incendiary grenade or make it more predictable Replace the perk in the skill tree known as "dead eye" with anything else maybe?[/spoiler] Blade dancer: [spoiler] increase hit detection of super Increase lunge of arc blade to say 4-5 meters Fix bug where blink strike randomly procs, and will henceforth, only one shot if behind enemies Increase damage of super in pve. All adds can be killed within two-three swings (major/shielded/ otherwise) high tier ultras/ bosses will be damaged up to say 15-20% dependent if whole super is used upon them [/spoiler] Nightstalkers: [spoiler]increase speed of tethering Have it so that when tethered; enemies screens aren't jerked down so far and so voraciously (not a need be) Have a cooldown I'm between throwing of grenades and smokes Fix shade step glitch[/spoiler] [b][u]warlocks[/u][/b] Voidwalker: [spoiler]increase damage of nova bomb. Make so that any add will die (major/shielded/ otherwise. High tier ultras/bosses will take up to 25% damage when nova bombed Increase damage reduction of nova bomb or take out self affliction when casting Give some sort of homing to scatter grenades or buff nothing manacles to their initial state Make it so that energy drain will do some sort of extra affliction to the enemy dependent on what melee type is chosen (surge would slow enemies, life steal would put on a d.o.t that will heal the caster till they are damaged again, and soul rip suppresses/blinds) Life steal will activate on any charged hits rather than kills Angry magic gets more aggressive tracking and also has the bloom effect Bloom is replaced with "vacuum" (enies killed while under the effects of energy drain leave behind an aoe which drags in enemies and blinds them[/spoiler] Sunsingers: (here we go) [spoiler] grenades can now give off advantageous affects to comrades if they are hit by them (solar flare gives over shields, firebolt gives a damage buff (stackable), fusion grenade gives recovery/agility boosts (stackable) Song of flame blinds enemies caught in its aoe I shouldn't have to say what needs to be done to viking funeral When using fire born; you now have the option to bring back a comrade at the cost of your super rather than yourself Give a reason to use brimstone Give back the ability to push friends off ledges with solar wind[/spoiler] Stormcaller: [spoiler]make rising storm usable Have transcendence consume melee and grenade charges Decrease range when utilizing "amplitude"[/spoiler] Exotic changes: (I only have a few, say some that you would like to be changed/ brought back) Skull of dire ahamkara: still gives "the hunger" for free. And makes you invincible during nova bomb. Also Blinds enemies damaged by your abilities (gives slight over shield). If they are not killed within 5 seconds; they along with the caster will gain a d.o.t Or gives soul rip or void mastery for free Voidfang vestments: abilities ONLY EFFECT THOSE USING VOIDWALKER (I'm looking at you sunsinger) Ats8: give it any other perk

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    • Before bungie starts nerfing subclasses they need to fix that stupid shadestep exploit.. As for subclasses... Warlocks need a Nerf, hunters need a slight nerf.. Titans need a slight buff.. The nerfs are as followed... Warlocks: Sunsinger -- Leave Viking Funeral and Touch of flame alone.. Just Nerf the base damage of the abilities whenever those 2 perks are used TOGETHER... Stormcaller -- Stormtrance is balanced in itself.. Just Transcendence makes it OP.. My advice? Reduce Transcendence by 3 - 5 Seconds by keep its intensity. Stormcaller was made to feel powerful. The grenades are nearly lackluster so the super is all that class has really.. Voidwalker -- can't really make any changes to this.. The class is great as it is already.. Just fix Nothing Mannacles so that the scatter grenades actually track like its suppose to.. TITAN: Sunbreaker -- Leave the armor Nerf where it is. Just give them back the cateurize perks glory.. The armor was the problem.. NOT the auto health regen... Striker -- Shoulder Charge is considered a melee.. Its should use the melee energy meter then.. Give it a slight cool down but the player gets increased agility while active AND melee energy is full.. This would make Shoulder Charge a much more strategic attack rather than a simple sprint and kill machine... But hey.Titans are -blam!-ing tanks. Lol. Defender -- bubble is fine... Buff the effect of the Suppressor grenades by a second or 2... Keeps players from rushing in close quarter maps with grenades and supers and whatnot... I don't know what else to buff here.... HUNTER: Nightstalkers -- Shadestep is fine.. Fix that -blam!-ing exploit tho... As for wombo combo. Its a fine and strategic combo.. Just reduce the reaction time of players using it so it doesn't feel like they threw 2 grenades at once.. Only by about a fraction of a second so that it doesn't lose its purpose.. Blade Dancer -- Fix the arc blade hit detection.. If an enemy is in its super, it should take 2 hits from blade dancer to kill them.. If they are NOT in super, it should only take one... Everything else is fine Gunslinger -- Buff the damn helmet that gives us a 4th shot and put the increased time back on it.. You pissed off a lot of people with that stealth Nerf. By the way.. I am a WARLOCK MAIN.. #WarlockMasterRace

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    • Edited by A Tigerstorm: 4/3/2016 1:12:30 AM
      Here's my ideas on how Bungie could balance the game. [spoiler] Titans Sunbreakers. We know they got hit hard (depending on you're perspective) so here's what I want. -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. -double check to make sure hammer of sol reduced incoming fire by 50%. Just to make sure. -Reduce healing cool down from 3 seconds to 1.5 seconds -Explosive pyre applies to grenade and melee but will do the same damage (so grenade does 170 itll do another 170 damage) -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. -Bubble will throw any nearby enemies away. - 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. -Swarm 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) -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 to guardian's decreased by 4% -Radiance decreases melee cool down at the same rate as grenades. -Song of flame is 7% more effective to allies and shows a ring of fire to show allies the effective range of it. -Radiant skin will also give allies more armor -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 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) -Pulse grenade replaced with lighting grenade Weapons Autos -get the true buffs they deserved exact for high rate of fire autos -Slight stability boosts on all autos -hip fire Reticle changed to a circular shape -mag boost on all low rof autos (except Suros regime) 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 -Damage falloff slightly increased - hip fire Reticle changed to a square pattern. -Damage against ai is increased by 2% -Accuracy at close range is decreased while accuracy at long range is increased Hand cannons -Range boost on all hand cannons (except for the exotics) by about 10 or 7 -Hip fire reticle changed to a circular pattern. -Slightly increased stability -Reserve ammo boosted 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. -Movement speed while this weapon type is pulled out slows down walk speed. -Handling is slowed down -low impact types will get a mag boost -legendary snipers will not be able to rez snipe or take out a super but exotics will. -Aim assist stays at 50 no matter Fusions -Bullet (or laser) travel speed increased. -Slightly more stability when hip firing. -Can hit critical shots -blast pattern will always be in a circular pattern -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 (not sure if it already does that) -Reserve ammo boosted Shotguns -Stability increased by 10 on all shotguns -reload increased by 15 on all shotguns. -Damage falloff is slightly decreased Sidearms -Increase in base damage -Hipe fire reticle changed to a square -added full auto as a perk to drop on a sidearm -Machine guns -Stabilty decrease in high impact machine guns -Range is slightly increased on fast firing machine guns Swords -Blocking will reduce even more damage Exotics (and legendaries) The chaperone -Range boost -Precision scaler increased -eagle sound is louder (if you don't know, hear the chap load fully and listen) Immobius -Hand loaded replaced with hammer forged. -Changed impact and rate of fire to medium impact and medium rate of fire No land beyond -Iron sights even more reliable -Flared mag well increases the time in between the shots 1k stare -Either decreased impact or handling plus aim assist. Hereafter -Magazine boost (4 to 5) Black spindle -Scope when ads changed to green instead of blue (to show its of hive origin) Plan C -Increased stability when hip firing -Reload decreased Pocket Infinity -Brought up to year two. -Range boost. -Mag boost (3 to 4) Telestlo -Decreased reload -aftermath explosions do more damage 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 Thesan -Stability is slightly reduced 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 13) -Stability increased (maybe 10 or 15) to help land those headshots -Luck in the chamber bullets do a little more damage. (105 to 112) Last word -Precision scalar kept the same (107 per headshot) -base damage reduced Ace of spades -Mag reduced to 9 -reload buff First curse -reload increase -Accuracy at longer ranges is more reliable No time to explain -Muzzle flash decreased -Sight changed to the Strangers rifle sight Bad juju -Send it replaced with hammer forged 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 braced frame with extended mag. -Stability boost to bring it up to 66 on the stability chart -Fabian strategy -Mag boost (40 to 56) -Stabilty boost Hard light -Recoil bounce is reduced 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 and legacy crucible and brought up to year two -Legacy engrams from Xur cost less -Taken captains have a 15 second cool down until they throw another blinding bubble -SRL returns [/spoiler]

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      • Edited by HyperTextualPanda: 4/11/2016 12:28:18 AM
        Yeah WoD and sunbreaker need to be nerfed. . . . . . . . . . . . . . [spoiler]jk [/spoiler]

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      • Get rid of Bladedancer, literally that's all

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        • Just remove every weapon,grenade & ability, stop them moving & jumping & take away all emote's except wave & sit down. Balenced.

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        • People should understand that noting is perfectly balanced in any game and never will.

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        • Succ Fish played guitar, jamming good with Wierd and Gilly, And The Succ Fish from Mars. He played it left hand, but made it too far, Became the special fish, Then we were Succ fish's Band. Succ Fish really sang, screwed up eyes and screwed down hairdo Like some fish from Japan, he could succ 'em by smiling He could leave 'em to hang Here came on so loaded man, well hung and snow white tan. So where were the spiders while the fly tried to break our balls? Just the beer light to guide us. So we bitched about his fans and should we succ his sweet hands? Succ fish played for time, jiving us that we were Voodoo The fish was just crass, He was the naz With God given ass He took it all too far But boy could he play guitar. Making love with his ego Succ Fish succed up into his mind Like a leper messiah When the kids had killed the fish I had to break up the band Succ Fish played guitar

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        • Well bungie isn't willing to redo the whole sunsinger class. But including that one I'd say 3 need looking into. Blade dancers, sunbreakers, and sunsingers. The changes made to storm caller I'm content with and it shouldn't be messed with further. Void walker is also good. But I'd personally like to see embrace the void trigger your other melee perks. Not just the intrinsic one. Striker is perfect. Same with defender. Night stalker needs a fix on the shade step exploit. I'd like predator and courage to up updated to be useful. But honestly the class is fine without that. I'm on the fence about gunslinger. It's basically perfect. But I'd like the flame knife to get a buff so it can actually kill someone with the burn. And I think it's damage should be bumped up slightly for pvp so the only thing living from a shot is a max armored Titan mod fist of havoc. I'd also like the nerf on the symbiote to be reversed. But yeah overall the classes are in a good place aside from 3. Otherwise just some minor preferential tweaks.

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          • Tripmines. Smoke. Nuff said.

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          • Give hunters a new arc subclass. Its just terrible

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            • 1
              The Subclasses are almost perfectly balanced in PvP. With the exception of 1 class reigning supreme (I'm looking at you, Sunsinger), for the most part, the others are balanced. However, to better balance the Crucible, I would love to see these changes: Striker: Change Juggernaut so damage that would exceed the shield's power goes through to the Guardian. (maybe at reduced rate) Sunbreaker: Buff neutral game to increase viability. Super is fine, but the neutral game is too weak. Defender: Removal of orb generation in PvP, but as a result, increase the radius slightly. Stormcaller: Make Transcendence consume your melee and grenade charge. Currently, this perk does too much for too little. Sunsinger: Nerf burn effects, and the lethality of Viking Funeral. Allow superburn combo, but decrease time and damage. Voidwalker: Incoming changes the Bungie has enacted are fine. Great change on their part. Gunslinger: Allow Throwing Knives to one-hit headshot, but decrease the tracking on them, maybe even remove tracking all together. Bladedancer: Fix BackStab's glitch that allows it to prock from the front and sides. Increase hit detection and fix the shortstop issue on Arc Blade. Increase Arc-Blade's damage to one hit kill a shielded target, but not a supered target. Since Arc-Blade is a melee ranged super, an shotgun user with an overshield can outplay a super by tanking a slice and killing with shotgun. Nightstalker: Fix Shadestep glitch, and slightly decrease the effectiveness of smoke bombs. Smoke bombs currently blind, slow, damage, disable double jumps and other forms of mobility (Twilight Garrison, Shadestep). Slightly decrease the functionality of smoke to allow jumps and mobility, but don't remove the blind, slow, and damage effects.

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            • Looks like Sunsingers were nerfed. Any thoughts?

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            • Mark my words right now because if this happens it will just prove that bungie needs to see stats and not listen to whiners and cry babies. If firebolts/viking funeral take a huge nerf and warlocks start running double stickies, they're gonna go and cry that it's unfair because it requires no skill blah blah blah. Mark my words. Players will never be satisfied. For those of you that suck no matter what subclass/weapons you use and ask for nerfs, please, -blam!- off, you guys are cancer to the community.

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            • Transcendence could use some adjustment. Sunbreakers could use an adjustment. sunsingers could use an adjustment to not make them quite as strong in pvp modes with few players.

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              • I don't play all the classes, so I'm not sure about a lot of them. Most seem to serve their function admirably. My thoughts: * Bladedancer. Increase damage resist on arc blade to 55%. * Sunbreaker: Increase explosion radius for hammers. Keep the reduced DR and slower hammers if you must. * Stormcaller: Hate to say this one. I play this class... but reduce 24-second Transcendance duration to 21. Now I gave to go wash my mouth out with soap for actually suggesting a nerf.

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                • Strictly PvP: Gunslinger: Replace Circle of Life with... pretty much anything because that's the most useless perk in all of the classes. Bladedancer: Fix hit detection with Arc Blade and Backstab Nightstalker: Reduce the potency of Smoke Increase cooldown on Shadestep Striker: Increase radius and duration of Flashbang Decrease time between each pulse on the Pulse grenade Fix Shoulder Charge hit detection Defender: Increase Ward of Dawn's strength Sunbreaker: Increase blast radius of hammers, thereby fixing hit detection Slightly increase damage resistance during Super Increase potency of Flameseeker Voidwalker: Un-nerf Nothing Manacles Increase speed on Axion Bolt Sunsinger: Make Flame Shield proc on kills Replace Viking Funeral with ___(ideas?) Stormcaller: Reduce Landfall damage and radius Reduce duration of Transcendance Replace the first grenade (I don't even know what it is because no one uses it) with Lightning Grenade

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                  • Simply fix hammers, fix blink, fix nothing manacles, fix hit detection, lower the time of storm trance with transcendence, remove viking funeral, and do something about flame shield (I don't know what, but sunsinger wins every single melee battle, which is wrong in my opinion)

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                  • Simple...buff the Sunbreakers and Bladedancers, and slightly lower the Stormcaller's time frame. Then, buff the Defenders so they'll actually be useful for once, and get rid of Viking Funeral ( I'm a Warlock Sunsinger main, but I use Radiant Will.)

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                  • 2
                    Sunsinger- get rid of Viking funeral completely Sunbreaker- buff the accuracy of hammers Stormcaller- decreased time from transcendence Bladedancer- buff the accuracy of the blade swings, buff arcbolt That's IMO how it should be balanced

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                    • Simple really Quadruple fist of havoc, golden gun, and nova bomb damage

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                    • Sunsingers... damn those burning grenades last for ever. Who needs a radar when you can just track them with the numbers spilling out from their body. Stormcallers, Transcendence needs to be reduced by 5 seconds and for The Impossible Machines to be removed entirely from the game. Landfall, Blink, Armour Buff, being able to hit several opponents are once, hardly any aiming needed... Striker Titan's Shoulder Charge needs to be changed so that they can't slide shoulder charge or turn 180° and still shoulder charge. However they should definetly run faster whilst they are shoulder charging, maybe buff speed to a similar speed of a Mida Multi Tool equipped, whilst sprinting. These are the only problems I've found that cause PvP to be a pain. Before you ask, I main a Warlock.

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                    • Great thoughts. Except that bladedancer has the highest kd of all the classes mainly die to quick draw. That is the one thing that needs some adjustments

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                    • 2
                      Classes are fine it's the players that play it are op. Once players can learn to take their death like a man than were good. :/

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                      • just make the skill trees in each class actually have some diversity and multi choice perks that actually make a difference instead of only a few actually mattering ....

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                      • Nerf them all. 54 second ttk

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