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originally posted in: Community Wish List (old)
8/8/2016 3:22:24 AM
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Open at your own risk.[spoiler]These are some ideas for the next patch but I want to make the perfect list with ideas from the community! This list has been modified to work with the recent patch. If you didn't like something let me know! But it's all down to personal preference Titans -Melee range boost Sunbreakers. -Pressing your melee button will do a melee attack for hammer of sol but suncharge will upgrade it to an uber attack like it already is -Explosive pyre applies to grenade and melee but will do the same damage (so grenade does 170 it'll do another 170 damage) -Thermites get a damage buff (15% buff) -Firekeeper will allow grenade kills to make sunspots Strikers -Shoulder charge takes a another second to proc -Shoulder charge gives a agility boost, but minus one recovery Defenders. - There is a timer for the bubble (like golden gun, sunbreaker, etc) on the side but will still recharge. -Force barrier gives you a timer on how long it lasts for -Armor of light shields recharge while in the bubble -Blessing and weapons get a 5% buff to duration and effectiveness -The bubble will suppress any enemies inside Hunters Gunslinger. -Swarm grenade does more damage (about 30% more) -Gamblers dagger boosts strength -Undo the tripmine nerf Bladedancer. -super time increased (19 swings to 24) -Arcbolt grenade does more damage. -Flux grenade now has 4 rapid pulses of damage (about 30 damage per tick) along with the final explosion -Invisibility is enhanced -Showstopper will act like dark drinker instead is staying in one place -Fleet footed gives you an extra jump Nightstalkers. -Vanish in Smoke bombs last 10 seconds with lockdown on -Marked targets will appear on allies radars and screen. -Courage of the pack grants bonus agility Warlocks -Glide is faster -The Ram only affects voidwalkers armor Voidwalker. -Nova bomb no longer damages you -Bloom explosions now do more bonus damage Sunsinger. -Solar wind is more effective -Solar grenades burn the target regardless of anything -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 give allies more armor -Max range of radiant skin and song of flame increased to 18 meters -Gift of the sun boosts helps to recharge your next grenade -Viking funeral grants a larger damage bonus (one stack is the same as melting point) -Sunburst occurs 60% of the time Stormcallers. -Pulsewave grants even more agility -Stormcaller melee chain lighting will chain up to a max of three targets -Rising storm is even more effective -Stormcaller amplitude melee range is reduced -Stormtrance damage chaining range is reduced Weapons Autos -medium impact autos get a 4% damage boost. (Like Zhalo arch types) -Low rof get a 3% damage buff -Slight stability boosts on all autos except high rof -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 4% to low and medium rof in order to compete with autos -Slightly decreased dps falloff -hip fire Reticle changed to a circular shape Scouts -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 Snipers -When taking damage, snipers will flinch more -Movement speed while this weapon type is pulled out slows down walk speed -Aim assist is lowered by 30% on all legendary high impact snipers. Low impact stays the same -low impact types will get a mag boost Fusions -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 hip fire is active -Reserve ammo boosted -Glass half full is available to all fusions Shotguns -Stability increased by 10 on all shotguns -reload increased by 15 on all shotguns. -Damage falloff is slightly decreased (like 2 or 1%) -Shot package brought back 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 Immobius -Hand loaded replaced with hammer forged. -Changed impact and rate of fire to medium impact and medium rate of fire Hereafter -Magazine boost (4 to 5) -Blinding effect is larger and procs faster Black spindle -Scope when ads changed to green instead of blue (to show its of hive origin) -Ammo reserves increased Pocket Infinity -Brought up to year two. -Mag boost (3 to 4) Sleeper simulant -Shots that hit enemies will bounce towards other enemies -Replaced injection mold with perfect balance -Replaced hip fire with surplus Hawkmoon (HAWKMOON!!!!) -Luck in the chamber bullets do a little more damage. (105 to 112) -Reserve ammo boosted (by about 25%) First curse -reload increase -Accuracy at longer ranges is more reliable -When the first curse perk is active, you gain a damage buff by 2% No time to explain -Muzzle flash decreased -Sight changed to the Strangers rifle sight 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 52 on the stability chart -Fabian strategy -Mag boost (40 to 58) -Stability boost (let's be honest it's needs some love) Hard light -Recoil bounce is reduced General -All year one vendor weapons and armor are available in year three -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% -Damage over time fire bug fixed Perks: https://www.bungie.net/en/Forum/Post/208106233/0/0 Shoutout to that guy for making that list! You want to make the game better? You make buffs not nerfs! Let me know what you liked and didn't like! [/spoiler] Have a good day :)
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  • Edited by Caunertron: 8/24/2016 4:40:45 AM
    I had a really good idea for the Immobius. Well, for starters, it's a complete redesign. See below for my reason why. [spoiler]All the other class-exclusive weapons (including the Fabian) can be used with all 3 subclasses, in fact the Susanoo is designed to use all 3 subclasses. Yet, with the Immobius, the "bouncer" perk only triggers when, "Getting [i]kills[/i] while inside your [i]Ward of Dawn[/i] with [i]Armor of Light[/i] do not consume ammo." So let's get this straight, the perk is useless on a Striker or Sunbreaker, you can't use Blessing of Light or Weapons of Light, and it has to be a [i]kill.[/i] None of the other class-exclusive weapons are this specific… why should this weapon be as well? End rant.[/spoiler] Alright, whether you read that or not let's get started. First, we'd change the RoF and Impact to match that of "The Next Big Thing" crucible vendor shotgun or the Dead Orbit shotgun which name alludes me right now. Next, change the "Surrounded" perk to "Close and/or Personal" Now finally, with the Bouncer perk, instead of having to get [i]kills[/i] while inside [i]Ward of Dawn[/i] with [i]Armor of Light,[/i] it would be "Getting kills with this weapon will instantly refresh your melee charge" Other changes to stats like range, reload, ammo, etc. Can be altered, but I have no specifics. Additional info. [spoiler]The perks of the changed Bouncer perk, when combined with Close and/or Personal, can be very dangerous given the scenario. For example, you shotgun an enemy in the Crucible, but he lives. The Bouncer perk doesn't trigger, but with the Close and/or Personal perk, quickly meleeing your target will guarantee a kill, whether you have a charged melee or not. Or you kill someone, both Close and/or Personal and Bouncer trigger, and you melee someone before Close and/or Personal runs out, you could potentially get an easy double kill. Using this gun while playing as a Defender with the No Backup Plans equipped, depending on which perk should trigger first, [i]every[/i] kill with the gun could give you Force Barrier. Bungie would just need to make it so Bouncer triggers before No Backup Plans do.[/spoiler]

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  • Honestly your idea is much better than what I have!

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  • Agree with quite a lot of these besides a few gun changes

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  • Well no list is perfect. I've gotten more hate than appreciation for this list. I guess even when you work hard for months no one likes it

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