Hello Guardians! Some of you may have noticed that, during the fist April update stream, Deej briefly mentioned that there will be changes to some subclasses.
With that being said, in this video I will talking about what I believe Bungie should change in Destiny's Subclasses, in order to create a more fun and balanced Crucible experience.
Not all the subclasses in Destiny need to be changed. Some are just fine the way they are, some others need a serious nerf, and others just need a small adjustment. That being said, I believe that the Striker, Gunslinger and the Voidwalker are perfectly fine the way they are at the moment. As for the rest...
Leave your thoughts on the subclasses' balance down below and let me know what YOU would change on them, in favor of a more balanced Crucible experience.
Thank you for your attention Guardians.
May the Traveler be with you to Kick Oryx's Ass !!
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Edited by A Tigerstorm: 4/3/2016 1:12:30 AMHere's my ideas on how Bungie could balance the game. [spoiler] 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 -legendary snipers will not be able to rez snipe or take out a super but exotics will. -Aim assist stays at 50 no matter 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. -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 in 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) 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 1k stare -Either decreased impact or handling plus aim assist. Hereafter -Magazine boost (4 to 5) Black spindle -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 Thesan -Stability is slightly reduced 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 kept the same (107 per headshot) -base damage reduced 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]