These are some ideas for the next patch that I had.
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 reduces incoming fire by 50%.
-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
-Death from above can allow you to have a small circle before landing (like a halo 5 ground pounds)
-Holding the jump button when you activate death from above will hold you in place until after 5 seconds.
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) but still recharges.
-Blessing and weapons get a 5% buff.
-When activated, the Bubble will throw any nearby enemies away.
- Enemies should be slowed when inside bubble.
Hunters
Gunslinger.
-Deadeye can now hit criticals shots
-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 15%
-Scavenger works with heavy and is more effective.
-Circle of life replaced with Circle of fire (getting a kill with throwing knife will create a small damage boost to your next knife)
-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 instantly.
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 16% 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 of anything
-Firebolts burn for only 5 seconds
-Radiance decreases melee cool down at the same rate as grenades.
-Song of flame shows a ring of fire to show allies the effective range of it.
-Radiant skin will also give allies more armor
-Gift of the sun boosts helps to 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
Weapons
Autos
-medium impact autos get a 4% damage boost. (Like Zhalo arch types)
-Slight stability boosts on all autos
-hip fire Reticle changed to a square
-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 circular shape
Scouts
-Damage falloff slightly increased
-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
-Movement speed while this weapon type is pulled out slows down walk speed.
-low impact types will get a mag boost
Fusions
-Bullet (or laser) travel speed increased.
-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 on 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
Hereafter
-Magazine boost (4 to 5)
Black spindle
-Scope when ads changed to green instead of blue (to show its of hive origin)
-Ammo reserves increased
Plan C
-Increased stability when hip firing
-Reload decreased
Pocket Infinity
-Brought up to year two.
-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
-Reload slightly decreased
Jade rabbit
-Slight reload decrease (it pains me to even say that)
Hawkmoon (HAWKMOON!!!!)
-Stability increased (maybe 10 or 15) to help land those headshots
-Luck in the chamber bullets do a little more damage. (105 to 112)
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.
-Replaced unflinching win reactive reload
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 63 on the stability chart
-Fabian strategy
-Mag boost (40 to 52)
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 (like shadow price) are able to be attained from strikes, crucible, and engrams
-Legacy engrams from Xur cost less
-Xurs loot table is based on your light. If you are 310 and above, then his loot will be 310. If not it will be 290
-Taken captains have a 10 second cool down until they throw another blinding bubble
-Taken psions will multiply less
-SRL returns
-Twilight Garrison and Tarentella drop chances increased by 18%
-Fast Rez armor drop chance reduced by about 19%
I will never stop Bungie! I WILL NEVER GIVE UP!
English
-
And maybe add to the black spindle on 3 precious hits ins fills 2 Rounds from the reserve ammo to the magazin and generate one Round extra, I think this would make the weapon even more Exotic!
-
Edited by A Tigerstorm: 4/23/2016 1:25:23 PMI'm not sure. I wanted black spindle to be good no matter what for the raid so I wanted it to dodge the sniper nerfs. If I did buff it, then raid teams would be like "must have black spindle over 330". Stupid how this community tends to work :/ But I will give it a reserve ammo buff.
-
I would say edit with the sword to get a extra armor if Minions of the Darkness are near by radius of 20-30 meter that would allow you to fight against Bosses that uses normally one-hit melee
-
Ily <3
-
-
Some solid ideas for sure
-
Thanks. I try at least. What did you like?
-
I liked pretty much everything except the chaperone buff and thesan nurf, also think they should bring send it back to hawkmoon and slightly increase rof on red death or slightly increase base damage
-
Okay. It's just I wanted people to use the chap more often but I will don't think that red death needs a damage buff :/
-
Chaperone is pretty damn good as is, as an exotic red death isn't even as good as hawksaw or grasp of malok, I just think it's needs some type of buff
-
I'll think of something. Maybe we could replace unflinching?
-
For sure, reactive reload would be a great perk to replace unflinching. Gun would be great for pve as well as pvp
-
That'd be awesome! Because everytime you get a kill you heal then you reload and get a damage buff. PURE GENIUS!!!
-
Hell yeah lol
-
I couldn't even read all of this. Cozmo, Don't listen to people like this (Whiners, I mean).
-
Hey I'm throwing out ideas here. Been doing this for the past 3 months. First list was atrocious. And the fact I'm not yelling out "BUNGO NERF THIS IM A TARD AND CANT COMPETE" says a lot. This took me a whole month to gather ideas from players and put them in.