I'm just going to say what I want the next patch to be.
Titans
-Melee range boost
Sunbreakers.
-Tracking is increased but at the cost of blast radius.
-Sunspots should do a bit more damage. (Maybe 9% 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
Defenders.
-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.
Hunters
Gunslinger.
-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%
-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.
-super time increased (19 swings to 24)
-Flux grenade does more damage.
-Arcbolt grenade does more damage.
-Invisibility is enhanced
-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 14%
-Activating arc blade with vanish on will turn you invisible
Nightstalkers.
-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
-Glide is faster
-The Ram only affects voidwalkers armor
Voidwalker.
-Nova bomb damage to all enemies is increased by 7%
-Bloom explosions now do more bonus damage
-Life steal boosts recovery
-Nova bomb receives a crosshair when used
-Scatter grenades do more damage
Sunsinger.
-Solar wind is more effective
-Solar grenades burn the target regardless
-Firebolts burn for only 5 seconds
-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 help recharge your next grenade
Stormcallers.
-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
-Rising storm is more effective (was one second now is 13 seconds)
Weapons
Autos
-medium impact autos get a 4% damage boost. (20 to say 23)
-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 6%
-Accuracy at close range is decreased while accuracy at long range is increased
Hand cannons
-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
-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 after it whips)
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
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
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
-Twilight Garrison and Tarentella drop chances increased by 18%
-Fast Rez armor drop chance reduced by about 19%
English
-
Post this in feedback
-
I have once before, but many people noticed much less a Bungie employee