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Destiny 2

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Edited by JANOVA617: 4/3/2021 3:03:20 AM
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StormCaller Needs a BUFF

Im just a wannabe dev who came up with some ideas at 3am. I'd appreciate if you all had a look and tell me what you think. Stormcaller got hit for no good reason really, and it was only nerfed because of pvp. Bottom tree specifically though is in need of a real overhaul. Her are some changes I cam up with. [b]Attunment of the Elements:[/b] (Bottom Tree) This tree is supposed to be based around gaining your rift and utilizing your arc soul. Unfortunately it doesnt really excel at this without extremely passive play and an exotic. Here are my changes. [u]Landfall:[/u] (Top Perk) This perk gives you the ability to fire a single use bolt of lighting at the ground upon super activation. This is hot garbage and adds no real utility to the rest of the kit. I suggest you make it so we can do this ability from neutral by consuming your rift charge. So when you are airborne, you double tap B button and the landfall effect activates hitting anything below you in a certain radius. Now I think this should only one shot guardians 4 resilience or less or maybe not at all. But people should have to think twice about rushing you. Kills with this ability creates a single arc soul. (Plus this might actually give people a reason to slot [i]Vesper of Radius[/i]) [u]Electrostatic Surge:[/u] (Bottom Perk) I actually want to keep this perk somewhat the same. It states that your rifts last longer and charges faster when allies are near. I want to change it so that damaging enemies with the arc soul is what extends the rifts duration not the perk itself. Arc soul damage from allies also increases the duration. It should increase the duration by a maximum of 20 seconds.This change will allow us to choose wether or not we want to spam landfall or want to sit back and spit out arc buddies. [u]Super:[/u] (Bottom tree) Allow landfall ability to be used while in super by the same input as in neutral. This ability will have increased damage while the super is activated and consumes a portion of the super per activation. This change will give bottom tree super a much more concrete identity and interaction in pve and pvp. Also remove the animation and allow it to release the bolt without having to stop firing the supers lighting attack or be airborne. [u]Arc Soul:[/u] Doing damage to enemies while in standing in your rift increases the damage of you and your allies arc soul. Stacks up to 5x. Each stack gives your arc soul a 3% damage increase. (Getaway Artist exotic not effected by this perk) [b]Attunment of Control:[/b] (Choas Reach) Next up is the middle tree (choas reach), this tree is based on it's super so the neutral game is rather poor. This tree suffers from the curse of having to use a specific exotic to be potent so I want to provide a more versatile use. Here are my changes. [u]Ball Lightning:[/u] (Top perk) Small buff to the travel speed in pvp and a small damage buff in pve. That is all. [u]Ionic Trace:[/u] (Bottom Perk) This perk is decent but held back by the fact that it's pure RNG. My change will make it so we can have some level of consistency when proccing this perk. I suggest that arc ability kills gaurentee an arc trace is formed, these arc traces will act as a lesser Ion trace and only recharge your abilites by a reduced amount. This way you can at least be consistently recharging your grenade, rift, and melee but not your super. Only the Ion traces will be able to give super energy but they remain RNG. However if you get an arc ability kill you still have a chance to spawn an ionic trace AND the arc trace. Meaning you could get both traces at once albeit a little luck. [u]Pulse Wave[/u] While I do enjoy this perk in pvp, it's not that useful. I suggest that pulse wave activates by getting arc kills and becoming critically wounded. (I originally had this in a much larger thread but nobody has time to read all that shiz. So hopefully I made it easier on the eyes.)

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