JavaScript is required to use Bungie.net

Destiny 2

Discuss all things Destiny 2.
Edited by your Zahir: 8/26/2023 12:11:52 AM
5

My feedback on the Weavewalk aspect

I want to preface this thread by saying that I am not a pvp player, so none of my feedback comes from a sweat-filled hole in the ground. For starters, I think that the aspect is really unique, and grants a new way to play Warlock, and I have to give props to Bungie for that. They've been stepping their game up with Strand aspects, and these three new ones are proof of that. However, that being said, I have some negative opinions surrounding this aspect, which I wanted to mostly ramble about, even though being on the forums is just like yelling into the void most of the time. In terms of using the melee charges to meter out your ability to enter the Weave, I'm on the fence about it. I'm not exactly sure how it would have been better suited; class ability seems to make more sense (like Hunter dodge) but how would that work? Due to Strand giving Warlocks three melee charges by default, and being able to gain a fourth via Claws of Ahamkara, it does seem like a reasonable choice for the aspect meter, but it starts to become limiting in terms of gameplay. I agree that getting a 90% damage reduction is extremely OP, especially in pvp, but the drawbacks seem to be too stacked for it to feel like it's worth it. Most of the following will be purely from a pve perspective, so take that as you will. Firstly, it's nice to have a quick getaway when things get really dicey. Similar to a Hunter's invis dodge, we can simply hop into the Weave and get everything off our backs. While the Hunters can still take hard damage while being invis by enemies firing in that general direction, Weavewalkers do not have this issue. However, that's about the only pro to this tradeoff; there are more cons, unfortunately. While in the Weave, the world cannot be interacted with. This makes sense, as you are technically in another dimension of sorts. But while the invis Hunter can still run around to collect orbs, pick up ammo, and revive fallen teammates, Weavewalkers cannot do any of that. You can pick up items, ie Tangles, before entering the Weave, but you cannot use the item while in the Weave, not until you come out of it. I will touch back on this later. I see this as a negative drawback to the aspect, in terms of purely pve. You are essentially rationing out your own melee charges for a few seconds of invulnerability that simply isn't worth the usage in pve. While I had the aspect equipped, and I was doing my missions as normal, I found myself chastising myself every time I used a melee charge. Instead of using them for enemies like they're supposed to, I found myself essentially sitting on top of my stacked charges, like hoarding healing items in an rpg thinking that you'll use them and never do, just thinking that surely there would be SOME moment where I would have to dip into the Weave, but I never found it as compelling of an action like I thought I would. Frankly I used it before walking to other locations (such as in strikes/battlegrounds) so that my melee charges would have some time to refill, but I could get my five perched threadlings before then. I did some testing with gear. These stats are all with a flat 100 Strength stat, and no armor charge mods affecting melee are equipped. All three melee charges: 15 seconds of invulnerability before fully expended [i]Baseline of 40 seconds before one charge is replenished, without killing enemies or picking up orbs[/i] All four melee charges with Claws of Ahamkara: 18 seconds of invulnerability before fully expended; additional fourth melee charge does not get fully expended, only gets halfway depleted before forcing you out of the Weave. [i]Baseline of 20 seconds before the half-charge is replenished, without killing enemies or picking up orbs; then you immediately have access to 5 seconds of invulnerability before it is fully expended.[/i] I'm sure these numbers can be modified with the addition of mods like Melee Kickstart, but I'm not going to do that, just for the sake of streamlining the feedback in this thread. It goes without saying that there's very little reason to expend all 3-4 charges in one go, I can't think of anyone who would do that for any real reason in a pve setting. Most I can see it being used for is a quick escape from adds/incoming fire, and staying in for the few seconds it takes you to get all five perched threadlings, which takes just under five seconds. At most, in terms of pve, Weavewalk is a quick getaway, with some bonus threadlings thrown in. While in the Weave, you lose the ability to pick up orbs and ammo, objects like Tangles and the new elemental orbs, and you cannot revive fallen teammates. Compared to Hunter invis, which only takes away their class ability, and they can have numerous ways via abilities/fragments/exotic weapons/armor to extend their invisibility time and interact with objects and items, Warlocks are strictly bound to their limited melee charges, and lose the ability for world interactions completely. The damage reduction in pve is almost negligible, since enemies don't even attack you. They can see you, they will crowd on you, but they won't attack you, so once you inevitably pop out, you're going to be clustered in the throes of enemies (especially ones like Thrall) and surviving may be difficult. Whereas if you're a Hunter, all you have to do is walk away, and enemies can't see where you go. It's more of a reliable way to safety. What good is a damage reduction in pve if you're not taking damage at all? It just doesn't feel worth using compared to the obvious free reign invis Hunters have, and how unlimited they can be, even though they can take stray damage. On top of everything you lose by using this aspect, you also lose a Strand fragment in the process. I thought Bungie learned in the past about one-fragment aspects, but I guess not. You're essentially trading reliable melee usage for an aspect that prevents you from being able to pick up items and revive teammates, all for a few seconds of invulnerability with some bonus threadlings, all while losing a fragment on top of it all. It hardly seems like a fair trade, honestly. I perused the feedback section here before making this thread, and noted that this aspect in pvp is understandably busted, especially since Warlocks can pick up a spark before entering the Weave, and carry it unharmed. I genuinely do not feel like it's fair at all for an interaction like this to happen. If Bungie wants to cripple us by making us unable to pick up orbs, ammo, etc, while in the Weave, we should not be allowed to carry items in with us either. It should function like a class ability, dropping everything when activating it, and not being able to interact with items once inside. To everyone complaining about the borderline god mode/invulnerability, are you really that mad over a guy that can't even shoot you while using the ability? Yeah they're unkillable, but it's not like they're mowing you down ruthlessly while you're helpless to stop them. I think some tweaks are in order, but I have more issues with enemy Guardians in Bubbles than I do with these guys harmlessly floating around for a few seconds at a time. Tear into me all you want about that, I don't play pvp so I don't have that strong of an opinion. But anyway, a loose tl;dr, the aspect is not worth all of its drawbacks in pve, especially when compared to an invis Hunter. It's a great aspect in concept, but I feel like it's just not hitting the mark. If we're having to lose so much just to use and enjoy it, it should feel worth the losses, but it just doesn't, not as it is right now.

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • 2
    GuardianKnight
    GuardianKnight

    Friendly & Team player. - old

    1000% agree. My thoughts exactly for those who keep saying "but warlocks gets 90% dr" who gives a sh$t when the cons outweighs it 95% compared to any pros using it.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    1 Reply
    • how to beat weavewalker Corner the guy and wait a few seconds. its not rocket science.

      Posting in language:

       

      Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

      2 Replies
      • Edited by Hawpy: 8/25/2023 8:54:36 PM
        It's simply too awkward to warrant building into. It makes Monte Carlo and Thread of Fury absolute necessities, and doesn't meaningfully synergise with any items; its only interaction is with Rain of Fire, reloading weapons when used. When compared to Void Invisibility, and Void Hunter builds around it, generating up to 5 Threadlings is not comparable to retaining the ability to collect Orbs and ammo, being able to revive teammates, not needing to perform a second animation to exit it and losing the additional fragment slot. Let this also serve as a reminder that Warlock is still the only class to have no 3-slot Aspects. What use is very high survivability if you can't interact with anything and other classes do it better? Even beyond the comparable Void Invisibility builds, Arc Hunter, Solar Titan and Strand Titan all have builds that are borderline immortal while also pumping out boss-DPS-phase amounts of damage with 100% uptime. Furthermore, Broodweaver is still left in a position where it gets to use less of the Strand kit than its counterparts. Threadrunner's Aspects and abilities use every Keyword except Woven Mail, which can be easily gained through Cyrtarachne's Facade. Berserker's Aspects and abilities use every Keyword except Threadlings, which is no significant loss. Broodweaver's Aspects and abilities have no access to Woven Mail or Sever, while 3 of the 4 Aspects and also the Exotic Swarmers involve Threadlings. Due to this, and also how Needlestorm works, Thread of Evolution is almost necessary, giving even less room for variety. Weavewalk is meant to be the answer to the lack of those two defensive keywords, but it just isn't it. Potential solutions and changes that could be made (just ideas, not suggesting it needs all of these): - lower the rate at which melee charges drain but cap the duration to be one melee charge's worth of time - lower the damage reduction during the ability, grant Woven Mail upon exit if you have a full set of perched Threadlings - allow Grapple to be used - not Grapple melee - and grant higher recharge rate for this ability - allow for Orbs and ammo to be collected

        Posting in language:

         

        Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

      • My issue with it is that it gives you the ability to 3peek in comp and trials. The cost being a melee charge isn’t a huge price due to 3 charges. The DR isnt really an issue I don’t think

        Posting in language:

         

        Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

      • I’ve been using the aspect (until it got disabled) and I do agree with everything you said. However, I like to use it as a way to convert melee charges to threadlings. Sure it’s a neat escape ability but it is far more useful prepping a squad of threadlings between fights, especially when pairing it with the swarmers exotic and mindspun threadlings grenades.

        Posting in language:

         

        Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

      You are not allowed to view this content.
      ;
      preload icon
      preload icon
      preload icon