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Destiny 2

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Edited by TheLastNerf: 6/29/2025 12:06:27 AM
5

Hunter Dodge Improvement Concepts

[i]For a long time, Hunter Dodge has felt very one-note and super tame in regards to what a class ability should be, and the unique effects it should provide (imo). Even as far as exotics go, their effects on gameplay and Dodges themselves feels very underwhelming since Dodge is not a particularly interesting or special ability. Since build crafting will go further in-depth in EoF, and since Destiny already has RPG elements, I'm suggesting some new effects to Dodges that build into the Hunter fantasy better, even if they cause Dodge to incur longer cooldowns. (And yes, I am aware that we haven't seen the "class abilities" changes yet; I am also aware that Rifts and Barricades are not all in the best places now, but this isn't about them)[/i] [u]General / Possible Buffs[/u] • Enemies are less aggressive / accurate toward the user for 10-15s after dodging, actions and sounds are less noticable • Provides 15% resistance to ranged and splash damage, and 33% resistance to elemental damage for 7s after use • Provides 50% chance for direct hits taken within 10s after dodging to deal significantly less damage • Evading attacks with dodge increases damage / fire rate / resistance / health regeneration by 10% for 7s, effect stacks up to 5x [u]Marksman / Possible Buffs[/u] [b]Dodging reloads equipped weapons.[/b] (changes target the "marksman" and "weapons" identies) • Partially reloads teammates weapons and gives them +50 reload speed and +7% accuracy for 10s • Restores 10% ammo to special weapon magazines and 5% ammo to heavy weapon magazines for each combatant killed by respective special or heavy weapons within 10s of dodging • Weapon kills within 10s after dodging fully reload equipped weapons from reserves, and reload 10% magazine capacity of stowed weapons • After use, increases precision damage by 10% and accuracy by 5% for 15s, effect stacks to 3x • Consecutive precision hits within 12s after dodging deal 2% increased damage per hit with no ceiling \ scales with weapon fire rate, up to 10% increased damage per hit for slower archetypes [u]Gambler's / Possible Buffs[/u] [b]Dodging refunds melee energy.[/b] (changes target the "gambler" and "melee" identies) • 10% chance for any melee hit to deal 3x damage within 20s after dodging • Unpowered melee attacks deal 100% increased damage for 10s after dodging • Melee hits restore 5-10% dodge energy within 7s of dodging, excludes glaive melees • Powered melees expended within 15s of dodging have a 30% chance to be fully refunded / 70% chance to restore a random amount of energy from 20-150% • Allies within 10m receive 50 Melee stat / +300% Melee regeneration for 5-10s after dodging [u]Acrobat's / Possible Buffs[/u] [b]Dodging makes allies radiant.[/b] (changes target the "support" identity) • Increases movement speed and jump height of allies within 10m by 30% for 15s after dodging \ includes self • Provides +50 airborne efficiency and +30 Handling to allies within 20m for 15s after dodging • Radiant weapon kills from any source restore 7% dodge energy, Radiant throwing knife kills restore 20% energy • Radiant effects from dodging last 25% longer and grant an additional +10% weapon Empowerment effect for each ally that benefits, max of +100% duration and +35% Empowerment at 4x, stacks with Ember Solace For clarity, forward slashes "/" are two different effects that were too similar to separate into different points, and back slashes "\" are expanding the description, just didn't feel like using "( )". Also, not sure if it came across well, but I'm not suggesting that every bullet point be added at once, this is just a compilation of different effects that could work as new additions to the base abilities, though they aren't necessarily mutually exclusive.

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  • Tbh all it needs is the effect that lowers PvE combatant targeting accuracy (the one given by Amplified, Skulking Wolf, Manticore, and soon Sacred Dawn) for 5-10 seconds. This would be great thematically (it’s also the opposite of Titan barricades taunting) and give hunters a bit more play defensively.

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