So These ideas might sound way out there. But I wanted to bring them to light especially since I just made a thread about class balance. https://www.bungie.net/en/Forum/Post/184288953/0/0/1 go read that first if you feel inclined. Anyway I had mentioned I didn't have any idea on how to fix those talents. I kind of lied. I do have SOME ideas. But didn't want to discuss them at first because they sound kind of crazy. But I changed my mind. So here we go!
Hunter:
Dead eye) Originally increased the accuracy. however this isn't an issue unless you are firing at far off targets. Here are my ideas. Dead eye lets you crit. dead eye if landing a headshot on a mob increases critical damage till your next super on primary weapons.
dead eye gives you a slight boost to base duration. and slows down the drain a little bit more when you ADS with GG.
Circle of life) currently gives you more duration if you get throwing knife kills during GG. no one does this. and it's not very practical. here are some ideas. circle of life when you get throwing knife kills you get increased GG damage. stacks up to 3 times. would work well with knife juggler and gamblers dagger. circle of life throwing knife kills gives you more GG shots. but each shot gets weaker and weaker. Circle of life. Depending on the amount of knife kills during GG added a certain amount of super energy back after your GG runs out.
Over the Horizon) currently increases the range of golden gun. again only applies to far off targets. here are my ideas. OTH increases the range of GG. the farther you are away the harder golden gun hits. would synergize well with the arachnid helmet.also give it a slight stat boost. like +1 recovery and armor since this encourages passive distance plays.
Snare) currently lets it become a trap. while that's not bad it encourages passive play. something destiny as a whole doesn't really support. How would I change this? give the smoke cloud a bigger radius and a longer duration but not by much. that way it really does lock down an area.
courage of the pack) the stacking isn't too hard to accomplish in pve. which this perk is designed clearly for. however both other options in the tree are just plain better. So here is my idea. Instead of increase the effectiveness of the buffs it gives. why don't we just change the requirement? instead of requiring kills make it only require tethering. It makes it powerful in both pve and pvp. however the person also has to decide between genning more orbs which is good for both pve and pvp. and making their smoke nades last longer. which is a amazing considering how good smoke nades already are.
Predator) basically makes delayed traps of your super. and obviously meant to sync up with quiver. But quivers tether distance is god awful. and your bow is already basically a trap. how do we fix this? The way I see it we can do 1 of 2 things. either allow predator to increase quivers tether distance. which keeps it inline with setting up traps and syncing to quiver. or we change the perk entirely and make those turn your shots into explosive shots. the splash radius would be slightly bigger then hammer of sols current radius without forge master or explosive pyre. The damage? well we can make it out right kill in that small distance. or we can make it so it drops smoke grenades. which do slightly more damage over time then envenomed smokes do now. the explosion would have a small base damage upon detonation.
Vanish) currently this is the best cloak in the blade dancer tree. but how do we push this to be better with out making it broke? How about removing the casting animation.
escape artist) cloaks you when you hit a target. problem with this is that melee lock on makes this basically useless if you don't kill the target when you melee it. I have a few ideas. first regardless of what change is made we give it a passive +1 or 2 agility bonus. We could either make it so the hit target will be stunned if they immediately melee back. or make it so escape artist makes your melee slightly stronger to make you be able to one hit kill someone more often. Obviously you can't one hit medium armor targets or higher. but anyone running low armor would be killed.
Back stab) it's pretty nice as is. but hella situational. so here is what I propose. we change the perk name to assassin. If you are cloaked when you have this talent your melee does extra damage. allowing you to one shot medium armor targets and lower. And the perk innately gives you a farther lunge range when facing an opponents back.
encore) Without making it too strong I propose that each melee kill you get while you have encore selected you get bonus super energy. this synergizes with the idea that you can use AB more. that and this perk should get a flat +2 agility bonus.
Stalker) just make this activatible when you slide.
Lance) I think the effect it causes is nice because it allows for safer nova bomb use. However on top of this I think it should make the casting animation faster. sticking with the theme. flat stat boost for recovery.
angry magic) well. Might be OP. but it let nova bomb explode twice. but only with the vortex talent. on shatter and lance i'd make it so they both require less super energy to use. not by a good chunk. but like a few seconds shaved off. also a flast stat boost to recovery.
The hunger) just make it so it stacks with the skull of dire ahamkara. and hits temp boost your recovery.
Embrace the void) mimics whatever your melee effect is. on top of what it currently does.
Song of flame) the effectiveness of it should be on the level that it is at the moment when you run max int with HoTP.
Solar wind) reduces your melee cool down. the force of the push is greater. also temp stuns an enemy. for pvp this would be like massive flinch.
Brimstone) explosion radius slightly bigger. makes the DoT on your melee tick for 1-2 more times. or it makes the ticks hurt more.
Sunburst) Killing an enemy with either your melee or nade will create an orb (no RNG here bungie) and a base recovery boost of +1.
Angel of light) stays the same. But selecting it gives you +1 in recovery, agility, and armor.
Electrostatic mind) increase the area in where enemies will take damage from being near you. add a visual effect of some kind so players can tell. Boost to recovery as well.
Iron harvest) increase armor stat by 1. also make the chance at which it generates orbs much more frequent.
sun charge) stays mostly the same. But when used in the air you do extra damage enough to allow you to one shot majors in pve. No extra damage in pvp. however in pvp it should leave a trail of fire that damages enemies who walk into it. the trails stay active for 30 seconds. do as much damage as a touch of flame fire bolt nade over time. it's about as wide as a guardian and a half.
Flame seeker) hammers travel faster. more faster then before the titan changes. Gives +1 to armor. still has slight tracking.
fleet fire) makes your Dot effects last longer. gives plus 1 to both armor and agility. Still stacks as usual. but the effects are more powerful when mid super. except instead of increased reload speed during the super you get more armor with your agility. Gives it a use in both pve and pvp. the increased armor and agility will stay till you die or your next super activation.
Anyway that's all of them. I was trying to stick to the current theme of the perk. I appreciate any feedback.
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Deadeye and over the horizon don't need a buff imo. I love using those perks when I play gunslinger. It basically means gg can't miss and I have the range of a sniper. You can map people in Skyshock with it. Combustion is really good but I think it's a bit overrated
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Vanish and Stalker wouldn't work together like this, I don't think Stormcallers need ANY buffs, and I think the Sunbreaker buffs are a bit overkill, though not by too much.