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Destiny

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Edited by Knightfall: 9/19/2014 3:35:49 PM
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Hunters' super isn't overpowered. Here's why.

As per usual, we're all seeing a lot of ranting and complaining about the Hunter and the super ability either with the Gunslinger or Bladedancer subclasses. Too many feel it is overpowered and unfair. Here is my take on why it is not. When a Hunter does a super, he/she has to do the following: - Enable it within the right timing to engage others. Too soon, and it wears off before you get a shot off or a melee attack in. - Have good aim to not waste a shot if using the Gunslinger subclass. - Survive attack shots and melee hits while doing the above. - If killed while super is enabled, it is gone on re-spawn. When a Titan or Warlock does a super, he/she does the following: - Press two buttons when close to one or more enemies - If hit successful, walk/run away and continue on. If missed, fight or die. - If killed while the Titan or Warlock is about to land a super, the super is considered inactive, and is there on re-spawn. Another way to look at the situation: When a Titan/Warlock does a super, you're probably dead. If a Hunter enables the super, you at least have a change of fight or flight. Now please, discontinue the posts about Hunters being overpowered. Just learn how to handle the situation, or, let it happen and continue on. Cheers.

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  • One of my favourite parts of Destiny is that every class and subclass is viable. The Hunter is included, and I would even say that Gunslinger is the 2nd worst class in Crucible (with Defender being the worst, other than in Control.) The Hunter relies on skill and agility, you know, like it is intended to. Lets go into the subclasses. Gunslinger has one good grenade, being Tripmine, which can be easily seen and taken out of play by a single gunshot. It's super is weak. You get no extra damage resistance, only 3 shots, a very small time window which forces you to not just randomly spam it so you have to use it tactically, and vulnerability for ~1 second whilst casting it, and if you die mid-cast, boom! You don't even get it back for re-spawn. Throwing Knife takes too long to use, and does far too little damage, less than a usual melee and isn't even a one-hit-kill headshot. Bladedancer is easily the better class. Flux grenades are under-used yet very powerful. Arcbolt grenades can do decent damage to groups, yet other grenades are better. Blink is difficult to use and get used to, but is a powerful movement/surprise tool. It requires skill to use, and then it can be used to get into close range. Arc Blade is a strong super, but it is definitely balanced. You get a decent amount of damage reduction, but at mid to long range you are screwed. All 3 of it's abilities are iffy or useless, with Showstopper making you vulnerable for a short time in exchange for radial damage, Razor's Edge being easily avoided, and invisibility being pretty useless as everyone can see you anyway! Like Golden Gun, you need to use it tactically as it has a really small duration which is lowered every time you attack, giving you at max 3 kills. You can be killed easily with two shotgun blasts, or half a mag of AR, and don't even get me started with Heavies. Blink Strike doesn't even give extra damage other than an upgrade for more backslash damage, although it is good for lowering range to target and being a good finisher after shotgun shots. The health regen from Hungering Blades is stopped when you get shot, so you don't heal that much anyway. Bladedancer is a good hit and run close range agility fighter that requires skill to use well. Titans and Warlocks don't need much skill at all to use, especially Titans. Both have easier to use supers (Voidwalker and Striker) that get returned if you die mid cast. Warlocks have stronger powers and abilities, and Titans are better at tanking and prolonged CQB. Defender can hold down an objective easily using a super for around a minute thanks to shotguns and Armor Of Light, along with the bubble. Striker and Voidwalker can take out lots of enemies in one super with no effort used, at least in comparison to Hunters. Sunsinger makes you a self-reviving/team-boosting grenade factory. Overall, I think that Hunter super duration should be BUFFED to make it align with the others. I really don't see the reason why over-reactors see that they 'always get killed by Arc Blade or Golden Gun, it needs a nerf', because they are balanced too much, and Nova Bomb and Fist of Havoc are FAR MORE OVER-USED AND POWERED.

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