With the recent announcement of the coming buffs and nerfs to various abilities, I'm still disappointed with the coming changes to Burning Maul and the nonexistent ones to the subclass tree's other perks. Please Bungie, this subclass tree is vastly underused in both PvE and PvP because of its gimmicky perks. It's also a bit annoying (and yet relieving, since I mained it in Y1) that Siegebreaker got significantly buffed, while Devastator was practically ignored. Currently, it's probably the worst subclass tree in all of Destiny.
With these following suggestions, I've taken both PvE and PvP into account while also trying to resolve the crippling issues the tree has. My goal is to make this tree a viable option for both PvE and PvP.
[b]Roaring Flames[/b]
- Increase damage buff, with 1x =
+10%, 2x = +25%, and 3x = +50%
- (Optional) Increase duration to
18-20 seconds
[b]Throwing Hammer[/b]
- Allow user to recall their
hammer from wherever, still
proccing health regen after getting
a kill with it, having a [b]lengthy
animation similar to some of
voidwalker's abilites[/b]
[u]Note[/u]: Recall will [b]only[/b] work if
the hammer is still in the game
world, not when it already expired/
exploded
- Increase the animation speed of
throwing the hammer
- Let perks like fastball affect it
- Add a HUD indicator that points to
your hammer
- Don't allow other users of Code of
the Devastator to pick up your
hammer, it's annoying
[b]Super[/b]
- Get rid of the fire tornado's ability
to launch enemies up, it's annoying
- Following up the previous change,
allow the fire tornado to pull in
enemies
- Replace the spin move with D1's
Suncharge or a variation of it (even
if you must modify the spin), giving
this slow super a mobility option at
[b]the cost of super energy[/b] (it'll cost
at least as much as the spin does
now), which would be able to OHK
only neutral guardians within its
path (and probably supers at 3x
Roaring Flames only), and to limit
its potential in power, get rid of the
ability to chain it back-to-back like
the current spin
- Allow the user to change direction
mid-slam, locking the direction of
the character somewhat later than
how it currently works, instead of
locking the direction at the exact
moment of activating the slam
If there are any questions about my suggestions, please ask.
-
Getting a buff already.