This is what we want Bungie
GENERAL
▪ Legendary/Exotic Rewards across all activities have been scaled to drop relative to the Light Level of the player's character
▪ Infusion process now transfers 90% of Legendary Armor/Weapon power over
▪ Infusion process now transfers 80% of Exotic Armor/Weapon power over
▪ Exotic Gear and Weapons no longer require an Exotic Shard as a cost for Infusion
▪ Legendary Marks Cap increased to 500
▪ Glimmer Cap increased to 50,000
ACTIVITIES
[Nightfall]
▪ Re-added 'Nightfall' modifier; upon wiping, your team will be returned to orbit
▪ Re-added Buff awarded upon completion; now boosts experience gains by 25% and reputation gains with all Vendors by 30% until reset
▪ Re-added "The Devil's Lair", "The Summoning Pits", "Winter's Run", "Will of Crota, "The Nexus" and "The Shadow Thief" Strikes into weekly rotation
▪ Re-added Flame Animation; now mimics the Element of the Subclass active upon completion
▪ Increased Light Level of Nightfall to 300 (previously 280)
▪ Increased damage done by Guardians with Burn Modifiers active to 3x (previously 2x)
▪ Nightfall now awards 75 Legendary Marks upon completion
[Raid - King's Fall]
▪ 30 Moldering Shards can now be redeemed in Hard Mode for additional drops from Oryx
▪ Warpriest Challenge: Added Normal/Harrowed Midha's Reckoning & Normal/Harrowed Silence Of A'arn to loot table
▪ Golgoroth Challenge: Added Class Items to loot table
▪ Oryx Challenge: Added Kingslayer's Shell to loot table
[Raid - Crota's End]
▪ Scaled up difficulty to match Year 2 Light Levels
▪ Gear & Weapons now drop at Year 2 Light Levels
▪ Normal Mode: 290 Light
▪ Hard Mode: 310 Light
▪ Primaries will drop with Kinetic Damage
▪ Removed Black Hammer from loot table
▪ Increased drop rate of Crux of Crota by 15%
[Raid - Vault of Glass]
▪ Scaled up difficulty to match Year 2 Light Levels
▪ Gear & Weapons now drop at Year 2 Light Levels
▪ Normal Mode: 290 Light
▪ Hard Mode: 310 Light
▪ Primaries will drop with Kinetic Damage (Excluding Vex Mythoclast)
[Prison of Elders]
▪ Scaled up difficulty to match Year 2 Light Levels
▪ Gear & Weapons now drop at Year 2 Light Levels
▪ Primaries will drop with Kinetic Damage
▪ Level 28 -> 240 Light
▪ Level 32 -> 280 Light
▪ Level 34 -> 300 Light
▪ Level 35 -> 310 Light
[Daily]
▪ Fixed issue where "Queen's Ransom" mission was not awarding Legendary Marks
▪ Daily completion now awards 25 corresponding Planetary Material
▪ Increased Legendary Marks awarded upon Daily completion from 15 to 25
TOWER
▪ Crucible, Faction and Vanguard inventory now rotates every 2 weeks at reset, allowing for more diverse Gear and Weapon choices
- Helmets now cost 75 Marks
- Gauntlets/Chest/Leg Armor now cost 50 Marks
- Class Items and Ghosts now cost 25 Marks
- Weapons now cost 90 Legendary Marks
▪ Legendary Vendor Gear and Weapons now cost 2000 Glimmer in addition to Legendary Marks
▪ Eris now accepts Moldering Shards in exchange for Reputation (20 Shards = 150 Rep)
▪ The Speaker now accepts Moldering Shards in exchange for Glimmer (1 Shard = 250 Glimmer)
▪ Legendary & Exotic Engrams decrypted by the Cryptarch now posses Light Levels relative to that of the player's character
- Helmet Engrams now cost 100 Marks
- Gauntlet/Chest/Leg Engrams now cost 75 Marks
- Class Item Engrams now cost 50 Marks
- Weapon Engrams now cost 100 Marks
ITEMS
▪ Etheric Light can now be used to boost the Light Level of any Legendary/Exotic Gear or Weapon by 1 (max being 320)
▪ All General Items in the Vault now stack indefinitely (max being 99999)
▪ Charged Antiquated & Reciprocal Runes can now be discarded from player inventory
▪ Fixed Issue where "Fatal Vision" Ship was not being rewarded upon completion of Taken King Storyline; Players can now obtain this ship upon completion of any TTK mission
OTHER
[Xûr, Agent of the Nine]
▪ Armor and weapons sold by Xûr will start at a base Light Level of 300
▪ Once per month, Xûr will arrive with a new Legendary Item in his inventory, 'Unstable Element'
- Unstable Element allows players to infuse their Legendary Primary Weapons with either Arc, Solar or Void Energy, enabling them to permanently deal damage of that type
- Only Kinetic Legendary Primary Weapons can be infused with Unstable Element
- The element infused is completely random; this process is also irreversible
- Unstable Element will cost 50 Strange Coins and 3 Exotic Shards
- Players can only purchase Unstable Element once a month per account
I stole this from user YeahItzJay
English
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Didn't read the whole thing but it looks great. Just make it so I can spend legendary marks to get my year 2 mythoclast from the kiosk.
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Bump this @Cozmo
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Bumpity
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I've already bumped this one but its worth bumping again. For me as a minimum, bring all Year 1 weapons back. Year two weapons are boring, and I also dropped a couple hundred bucks into this game over the last year or so, so I'd like to have access to the content I paid for...
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Added note: add shared faction rank
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Year 2 patience and time
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Cozmo my old pal sort us guardians out with a 320 mark or cloak or bond so i can acheive 320 on all my characters do a easter doubles like crimson doubles u can even carryon with the chocolate ghosts and and i love the doubles but really i cant do kingsfall anymore the mark or bond or cape does not exist prove me wrong Easter doubles it will messy but awsome
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Saved me from having to say it. Such a waste to not have the old raids relevant again and the gear would allow guardians to have more options to be individual and not like everyone else. Seems like we all look the same now and it never used to be like that. People like options. Everything from the vault of glass was amazing so light level caps should def be reevaluated. I love this game but I lost interest and ran out of things to do.
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Love it. I've been having similiar ideas and proposals myself. Too bad Bungie won't do any of it.
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That's your list. This is mine. [spoiler] I'm just going to say what I want the next patch to be. Titans Sunbreakers. We know they got hit hard (depending on you're perspective) so here's what I want. -Tracking should be what it was but at a cost of agility and recovery. No boosts. -Sunspots should do a bit more damage. (Maybe 3% 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 -Melee range increased (applies to all subclasses and not by much) but discharge boosts melee range (like by 2%) Defenders. It's so easy to destroy their bubbles in mayhem or just kill them in general. Let's change that. -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. -Force barrier activates on contact (if you guys want it to. I just put that there) Hunters Gunslinger. Now it seems balanced but it's really easy to use. Let's make a few tweaks. -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% -Longer time to activate golden gun (about 2 seconds), and louder sound golden gun emits. -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. Now this subclass is now just pitiful. It's hard to use, easy to kill, and used to be so much more. Let's fix that. -super time increased (19 swings to 24) -Flux grenade does more damage. -Arcbolt grenade does more damage. -Invisibility time is increased with and without shadowjack -Fastest subclass with fleet footed and capable of keeping up with Titan skaters -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 7%. -Showstopper is faster and more forwards -Activating arc blade with vanish on will turn you invisible Nightstalkers. So far they are a good pve subclass but let's make their pvp game better. -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 Voidwalker. Now this class has been a little lack luster since taken King at least to me. Let's help it. -Nova bomb damage to all enemies is increased by 7% -Bloom explosions now do more bonus damage -Life steal boosts recovery (but not on the Ram. Btw Ram will only boost armor on voidwalker) -surge boosts agility even more -Glide is faster and more reliable (applies to all three subclasses) -Nova bomb receives a crosshair when used -Scatter grenades do more damage Sunsinger. The last chance, the big fish, the run away spectrum. The self Rez King. Let's give it a few boosts and tweaks. -Solar wind is more effective -Solar grenades burn the target regardless -All burn damage to guardian's decreased by 4% -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 will recharge your next grenade. Stormcallers. Now it's been accused of being the most overpowered subclass now that sunbreaker was nerfed. Let's tweak it not nerf it! -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 -Landfall will not blind if the impossible machines are equipped. (To avoid the blind and iconic blink thing) -Rising storm is more effective (was one second now is 13 seconds) -Pulse grenade replaced with lighting grenade Weapons Autos -get the true buffs they deserved exact for high rate of fire autos -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 2% -Accuracy at close range is decreased while accuracy at long range is increased Hand cannons -Range boost on all hand cannons (except for the exotics) by about 10 or 7 -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 -accuracy at close range reduced but long range is not 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. -Maximum shots in one shotgun can only be 5. 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 Swords -Blocking will reduce even more damage Exotics (and a 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) Invective -Rate of fire decreased -Impact increased -Stability decreased -Range slightly decreased 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. -The master can stack up to 3 times. 1k stare -Either decreased impact or handling plus aim assist. I don't care. Hereafter -Stability boost -Magazine boost (4 to 5) Black spindle -Ammo reserves increased -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 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 decreased (107 to 101) Ace of spades -Mag reduced to 9 -reload buff 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 -Prison of Elders exotics (lord of wolves, dregs promise, Queenbreakers bow) brought up to year two. -Dregs promise shock rounds will have no dps falloff 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 [/spoiler]
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Bump except for unstable element
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This will bring most of my friends back to Destiny, maybe... So, BUMP!!!
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