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10/28/2023 6:21:05 PM
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Stat Rework idea! (Itz SwirlZz)

Hey folks, been a while since i made a forum, but I'd like to type something I'd think you would be interested in. [b]STATS![/b] Now in my opinion, stats have been something more catered to PVP rather than PVE, so I'd like to share some suggestions on completly renovating the stat system for PVE to make your builds more enjoyable! [b][Stat Benefits In General] [/b] Although there's already benefits to stats, they're miniscule, to me at least. And here's a way to sice up the stat pot: - [i]All stats you spec into will have a free mod slot on tiers 5, 7, and 9. Go to inventory and click on the stat symbol you'd like to spec to customize! [/i] - [i] putting correlated mods into your stat will reduce the cost in your armor slot and increase the potency in your stat spec! [/i] -[i] Tier 10 will give you a passive bonus. For example, let's say you're a hunter and you'd like to spec mobility. Not only do you have extra mod slots to improve your jump, but maxing it out gives you an extra jump! Cool right??[/i] [B]<Mobility Tier 10>[/b] As mentioned before Mobility tier 10 will provide hunters an extra jump, titans extra jump duration and barricade HP, and warlocks the ability to have a finishing boost in glide and an extra rift charge. [B]<Resilience Tier 10>[/b] Reslilience tier 10 will provide hunters the ability to use stored damage as a failsafe for survival and extra reduced damage using their dodge attack, bonus if they use it when critical. Titans can retain their damage reduction depending on how much damage their barricade takes, reduction triggers when hit and transfers into ability energy. Warlocks gain reduction based on damage taken inside rift, when out of the rift, getting critical will give increased flinch reduction on taking damage for a short time. [B]<Recovery Tier 10>[/b] Hunters dealing consistent damage from far range will trigger health regeneration. Titans dealing burst damage with their abilities will trigger health regeneration. Warlocks dealing consistent damage while their rift isn't charge will trigger health regeneration. [B]<Discipline Tier 10>[/b] In general, gain greatly increased grenade energy regeneration for a moderate duration once a grenade is thrown/used. Hunters gain a chance to refund a grenade if 4 or more enemies are defeated in one grenade. Titans have increased barricade duration and heals and resets the duration of barricade upon grenade final blows. Warlocks have greatly increased grenade damage if thrown from inside a rift. Grenade final blows have a chance to refund abillity energy if expended. [B]<Intellect Tier 10>[/b] In general, refund 25% of super if 5 or more foes are defeated using super. Hunters gain greatly reduced super cooldown upon presicion hits (stacks up to 10x) Warlocks gain greatly reduced super cooldown on each non lethal hit (Stacks up to 10x) Titans gain greatly reduced super cooldown on each meele hit, charge meeles instantly stacks to 10x [B]<Strength Tier 10>[/b] In general, meele final blows increases your next charged meele damage. Reduces meele mod regeneration cooldowns. Hunters gain greatly reduced meele cooldown when in higher elevation to a seen foe. Titans gain greatly reduced meele cooldown when in close range or surrounded by foes Warlocks gain greatly reduced meele cooldown when near allies or gliding. --------------------------------- I'd like your thoughts on this concept, feel free to ask questions on this idea if theres any confusion on this kerfluffle of a concept ^^.

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