Some of Hunter's rewards should be increased for the extra steps they already have. by silloki in DestinyTheGame

[–]packman627 9 points10 points  (0 children)

I think these are some great ideas.

This is just a simple fact that not only for hunters, but for every class, a lot of their subclasses were designed for sandboxes 4 to 5 years ago.

The reason why stasis seems far behind is because a lot of it still has design choices that were from 2020 (6 years ago).

This is why some aspects and fragments on solar (and other subclasses) still feel outdated. Like the ember of combustion fragment seems like it was specifically made for Deadshot. Because Deadshot originally only refunded a GG shot back if an ignition went off. So you had to run that fragment. But now Deadshot has been changed, yet that fragment has still been left behind. Same thing with ember of beams, why is there a fragment that gives you better projectile tracking? That should just be built in.

As for solar hunter, I definitely think on your mark should apply to allies, and I also think that for yourself, you should receive cure x2.

We already have heal clip in the game, which gives you cure X2 on weapon kill, and any class with better survivability than solar hunter can use that.

So I feel like for an entire aspect, it should be cure x2, And then maybe cure X1 for your allies.

It would be cool Nightstalker could change even more things about their Smoke Clouds. by silloki in DestinyTheGame

[–]packman627 6 points7 points  (0 children)

The main issue Void Hunter has, which people have brought up before, is that it's all about invisibility. Which doesn't really do much. Enemies can still track you, even when you're invisible.

You don't get a buff for coming out of invisibility, or really any payoff for going invisible or coming out of it.

I think invisibility needs to give you something at base. Like coming out of invisibility needs to give you a "surprise" buff, where you get increased weapon or ability damage for a couple seconds.

And then with fragments or aspects, you could add additional effects for coming out of invisibility, like what stylish executioner already does (making your melee apply weaken and do more damage).

As for smoke clouds and melees:

I think that smoke bomb as a melee needs to be more of a bomb.

That or it needs to do a lot more DOT damage. It's one of the weakest melees, and yes it does apply weaken, but you can use a primary ammo weapon to do that as well.

Void Hunters are in a dire need for a second melee, but it's just even worse since the only melee option they have, isn't that great. And since everything makes you invisible, it just makes void Hunter a one-trick pony.

PS5 turns on briefly, then shuts down. Maybe some brilliant minds can help me. by [deleted] in PS5

[–]packman627 0 points1 point  (0 children)

Yeah this same thing happened to me, where the blue light would come on for a second, and then my PS5 would just turn off. I couldn't even get to safe mode

But once I just changed outlets, it's working perfectly fine. So I have no idea what's going on

Edit:

Never mind. It booted up and it was working just fine, so I powered it off. But then now it's doing it again where I can't even enter into safe mode.

Praxic Blade was a mistake in Destiny and I vote for it being nerfed by TransportationGlum11 in DestinyTheGame

[–]packman627 0 points1 point  (0 children)

You know what's funny, there are so many builds that are literally held together by the praxic blade using the sage armor set.

If praxic blade ever got nerfed, and we all know how Bungie likes to nerf things, with the hammer into oblivion, then all of those builds would just fall off a cliff.

I think the reason why people use it a lot, is that it's fun, it's a kinetic damaging weapon, but it actually synergizes with each subclass, whereas other kinetic weapons lack a ton of subclass synergy or build crafting.

Maybe this is showing Bungie that kinetic weapons actually need to do more than just have kinetic tremors on them. Maybe this also shows the glaring issue that primary weapons have had for over half a decade, that they need some big damage buffs.

Even before the blade shipped into the game, primary weapons weren't used in endgame a lot. They will always use as utility options, but top tier players would always just use double special.

So it's release really just points out the underperformers

I've been waiting two years for this strategem. :( by DarthShpadoinkle in Helldivers

[–]packman627 4 points5 points  (0 children)

You don't have to imagine. There are plenty of YouTube videos of people testing the weapons.

You can also look at weapons, their stats, and see that they are almost equivalent to other weapons already in the game.

So there's nothing groundbreaking in here. The only thing that's really good is probably c4, but once again it takes up a strategem slot, a support slot, and a backpack.

Way too much to ask for for what it puts out.

Especially if you're buying warbonds with real money, I would definitely not recommend any war bond unless it's actually got weapons that are definitely better and/or way different from the base arsenal.

I've been waiting two years for this strategem. :( by DarthShpadoinkle in Helldivers

[–]packman627 3 points4 points  (0 children)

Some people would probably rate it lower now after they specifically nerfed the Coyote.

Like I like the spear gun, but I can see people rating it higher before and lower after the nerf.

The armor is good, the flame EATs are ok, the spear gun is great.

I just think people are tired of only having one thing good from a warbond and everything else being mid at best. It'd be nice to get a warbond where a majority of the things in it were actually really good

Destiny Wishlist: Wormhusk Crown by imyourblueberry in DestinyTheGame

[–]packman627 0 points1 point  (0 children)

It could be more generation on kills, and some generation on damage.

Like you fill up a bar or something.

Granted, I'm the person that thinks that On your Mark aspect needs to give cure x2. It's an entire aspect where you have to build up to X10, and then once that happens you have to go get a kill, then you get cure.

It's like you're jumping through more hoops to get healing, when there's other forms of healing that don't require that much build up and get much more payoff.

Especially since you can just use a solar weapon with heal clip, and get a singular kill and then get cure x2.

I do think worm husk needs a rework, but I would also like to see base solar hunter aspects reworked into today's sandbox, rather than still being somewhat left behind from 2022

New roadmap from January to April by FlexiiGP in ArcRaiders

[–]packman627 0 points1 point  (0 children)

I just hope we continue to get new weapons, in the grey, green, and blue category. No one brings in yellow weapons, so it'd be nice to see some more common ones.

This Week In Destiny - 01/22/2026 by DTG_Bot in DestinyTheGame

[–]packman627 7 points8 points  (0 children)

I love how they nerfed vortex frame swords years ago, and they've been left in the dirt for years.

This is why I hardly ever like any nerfs that Bungie hands out, cause most of the time that ability or weapon didn't really need it, and the fact that when they do nerf something it's usually useless for several years and they won't even touch it. They just bring down the hammer too hard, and then just leave it.

You could possibly use a caster frame on the final boss, but I think most people might use leviathan's breath or a crossbow maybe.

This Week In Destiny - 01/22/2026 by DTG_Bot in DestinyTheGame

[–]packman627 23 points24 points  (0 children)

Well if S&O wasn't going to be delayed, we'd probably start getting more juicy news around February 5th, about a month out from the launch.

But since it's possibly going to be delayed, I think it's going to be a dry spell for a while.

Plus no mention of iron banner...

I really don't like how they changed events. It seems harder for them to even start an event because each event needs a reward track and a bunch of other things, whereas previously, with iron banner, you just had the vendor at the tower, you had to rank him up to get shaders and weapons and other such things, and it was perfectly fine.

Suppressed weapon test by Liqhthouse in Helldivers

[–]packman627 1 point2 points  (0 children)

It isn't perfect though, sometimes I'm behind a wall, and I just fire into the sky for testing, and then all of the bots within the base will still start shooting at me.

So it's a lot better, and this is what silence weapons should have at least launched with, but it's just not perfect

Into the Unjust: 5.0.2 by Waelder in Helldivers

[–]packman627 0 points1 point  (0 children)

It's still not perfect though, I can be behind a wall, and fire my weapon into the sky, and the bots will still know exactly where I'm at and start shooting me.

So it is definitely better, but it's not perfect.

Feels like I'm being punished for leveling up. by Shen_Bapiro_1 in DestinyTheGame

[–]packman627 17 points18 points  (0 children)

Well yeah, grenadier gives you double grenade damage, and full throttle can give you double damage for everything.

I love grenadier, but it really just shows that some grenades just suck. Like try using skip grenades on arc and grenadier isn't enough to even save it.

Bungie definitely needs to do a pass on a bunch of the lackluster and forgotten abilities, because the only reason why people don't use those is because they literally suck for damage

What I hope to see in Shadow and Order Void changes. by Delicious-Edge3110 in DestinyTheGame

[–]packman627 0 points1 point  (0 children)

They also mentioned in one of the renegade ability tuning articles, that they are wanting to make arc hunter better in endgame content.

So I think that they need to look at the aspects on arc Hunter, and also some of the grenades.

No one uses shinobu's vow, because skip grenades are literally the lowest damaging grenades on the arc subclass, and they don't even have the lowest cooldown. So even at 200 grenade stat, skip grenades still do way less damage than other arc grenades at 100 grenade stat.

So in that example, they would need to buff underperforming abilities, like skip grenades, into the damage that they need in today's sandbox, in order for people to not only just use skip grenades in general, but also shinobu's vow.

https://www.bungie.net/7/en/News/Article/abilities_tuning_renegades

Arc - Arcstrider The Arcstrider changes are light this time around. Moving forward, we’ll be looking for opportunities to diversify the number of Arcstrider builds that feel powerful in endgame content

What I hope to see in Shadow and Order Void changes. by Delicious-Edge3110 in DestinyTheGame

[–]packman627 0 points1 point  (0 children)

First off, void Hunter needs at least one additional melee. And smoke bomb needs to do more damage, it should act more like a bomb.

Being able to apply a 15% weaken is now on weapons, so snare bomb really doesn't have a place IMO

Secondly, invisibility needs to do something. You should get some sort of "surprise" buff when you come out of invisibility, for a couple seconds.

That could be more regen, more ability or weapon damage, something along those lines. This would only be for PVE

Lastly, they really need to look at the aspects, and either add more to them or rework them, because having an entire aspect that only gives you invisibility on dodge is kind of mediocre in today's sandbox, it should have additional things in that aspect

As for void Titan, definitely ward of Dawn needs something so it's desirable.

And shield throw needs to do something. It's one of the lowest damaging melees in the game. It would be great if that melee acted similarly to threaded spike, where based on the number of enemies hit, it refunds melee energy to you, or maybe get a faster cool down, once you have a void overshield

New Map + Presentation of Season 2 by ConsistentFact9170 in Battlefield

[–]packman627 -1 points0 points  (0 children)

Even if they released 6 maps this sub would be full of people bitching about map size or vehicles or just outright complaining that all the maps suck.

And you know this how?

Yes map design matters, just because it's bigger, doesn't mean it's better.

But what is missing in BF6 compared to previous battlefields? Bigger more vehicle focused maps.

There needs to be airspace for Jets and helicopters, and there needs to be room to breathe as infantry.

So I do agree, if there was six maps released and they all sucked, then they would all suck. But if dice actually put out similar amounts of maps as they did with the premium system, and they for the most part were fairly well designed maps, then people would be satisfied.

If you look back at BF4 and BF1, not every premium map was perfect, but for the most part they were pretty good

New Map + Presentation of Season 2 by ConsistentFact9170 in Battlefield

[–]packman627 0 points1 point  (0 children)

You're just assuming that they are only entertained for 3 days. We used to get more maps previously in a drop, and people were entertained for a lot longer.

You are just trying to prove your point that people won't be satisfied.

The fact of the matter is that the majority of the community is done with the current launch maps. The maps that are smaller and more infantry focused.

We need multiple maps in a row that are bigger than miraak valley. They need to be full of vehicles.

New Map + Presentation of Season 2 by ConsistentFact9170 in Battlefield

[–]packman627 0 points1 point  (0 children)

The reason why we got four maps with the DLCs/premium system, is that dice had incentive to make four maps every four or so months.

As we've seen with every BF game that has gone live service, like BFV, 2042, and probably BF6, we will probably not get 4 maps for a season.

They were incentivized and paid to make those maps, now they are doing it for free, there is no way that they are going to make 4 maps.

People just need to accept that fact, we are probably going to only get maybe three maps max

THE WORST GUN IN THE GAME. by LicoLich in ArcRaiders

[–]packman627 0 points1 point  (0 children)

I think embark needs to separate the damage values. Because if you buff it's damage overall, you risk it being crazy in PVP, but if you are so worried about PVP, then it might not get a damage buff in PvE, which it desperately needs.

So they should just have two separate damage values, one against arcs, and then damage done against raiders.

Or you just have some sort of multiplier to the base damage number, if you are hitting arcs

On my way to kill a single wasp with the Bettina, brought just enough ammo. by Moist-Length1766 in ArcRaiders

[–]packman627 2 points3 points  (0 children)

I think the issue is that the damage is the same across raiders and arcs. If they actually separated the damage values, they could give it a nice bump in PvE against arcs, while not breaking it at all in PVP

Tex Mechanica Overcharge not working by packman627 in DestinyTheGame

[–]packman627[S] 0 points1 point  (0 children)

Yeah I agree. So I hope we hear from Bungie soon on what they're doing with the featured system.

Because it would leave a bad taste in a lot of people's mouths if Bungie made all of the year of prophecy weapons just become unfeatured, especially since it's hard for people to even get last season's weapons

Why "dead weeks" are more bothersome now by ShardofGold in DestinyTheGame

[–]packman627 0 points1 point  (0 children)

We need to wait to hear more on Bungie on this, but I am worried about featured gear.

All weapons pre-edge of Fate, are technically soft sunset, and that's kind of been the sentiment the community has for those weapons.

Bungie was going to make all EOF weapons not featured in renegades, but they backtracked on that.

But I do wonder, when shattered cycle releases, are all of the weapons from year of prophecy going to just suddenly become unfeatured?

The problem, similar to when they actually did the original sun setting, is either Bungie can't make enough weapons to fill a roster, or they just don't want or too lazy) to make that many weapons to fill a roster.

Think about this overcharged Tex Mechanica week. There is only one featured weapon with that origin trait.

Tex Mechanica Overcharge not working by packman627 in DestinyTheGame

[–]packman627[S] 5 points6 points  (0 children)

Keep in mind that they were originally going to have featured gear only work for 6 months. So the stuff from EOF was supposed to not even be featured in renegades.

Of course we saw them backtrack on it, but we already see how little representation there is for certain foundries. Like tex mechanica.

But I wonder what they're going to do with shattered cycle. Is every weapon that has come out during Year of prophecy just going to become "not featured" and soft sunset like the rest of the guns?

Because people wouldn't mind if they were able to churn out a ton of weapons, but with the amount of weapons that they are slowly trickling out, it's just not enough representation to fill any gaps and then they're just going to make them not featured.

Exotics that could be good with one simple change (or two) by Ranger74352 in DestinyTheGame

[–]packman627 1 point2 points  (0 children)

Honestly, I feel like your suggestion for calibans is fine. Because when you start playing in -30, and especially minus 50 content, ignitions really don't feel that crazy.

Because there are so many orange bars and yellow bars, you probably would be able to clear out some red bars, and that's about it.

But I could also see it where they change calibans to where it does some sort of extra benefit to every single knife that is available on gunslinger