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Destiny

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Edited by rockbot23: 7/29/2015 8:21:51 PM
27

Why are bladedancers so weak?

Contrary to popular belief Bladedancers are one of the weakest class of guardians, I mean they can't even make orbs, what's that about bungie?? Everyone knows for hunters gunslinger is the better class people who argue blink op are babies who cry about everything because blink is one of the only positives for bladedancers and now there's talk of nerfing it? RIDICULOUS! They a defensive class and have to really try to make an impact in any activity people who argue PvP don't even start please, bladedancers have to chase everybody around when they get super VS Striker Titans and Voidwaker Warlocks who just shoot in 1 area and get EVERYBODY around it it's virtually impossible to escape their supers [b][i][u]Edit[/u][/i][/b]: now let's introduce a new element to this convo, Hunter or bladedancers exotics compared to other class exotics like "the ram" for example, how they stack up?

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  • Blade dancer isn't a defensive class. It's a close range, knife edge DPS that allows for indirect tactics using stealth. Gunslinger works much better defensively using trap/area denial grenades and a ranged single target super. The mistake in the class was making invis a necessity. And not significantly enhancing the charged melee. Outside of invis focus. Maybe a multi target blink strike, hold the button to chain to other nearby targets. It'd chain additional blink strikes to targets in range up to a certain number at normal damage. Hitting each target no more than once. Default selects the nearest target or can have manual selection using the movement stick. The chain can be manually stopped by releasing the button. The point of this would primarily be evasion within melee range and would be most effective in pve allowing a melee strike without trading hits as the final target will likely be caught off guard and not starting a melee attack. For pvp this ability could be unbalance, but should be fine as you rarely see close enough groupings outside of objective areas, and it will only be that effective vs unaware or poorly positioned enemies. The chain attack will have an initial delay just long enough to trade melees or a shoty with an aware player. The next hits will function about the same meaning if 2 players are aware and facing the right direction the attack will fail from melee. And only 1 needed if a shotgun is out. The main purpose of the ability is disorientation but it will be more so to the user. Or a second more powerful hit or flurry by holding the button. So hit and hold standard melee delay then a second 4x damage hit or a rapid series of slashes. This could replace the backstab ability which is a great RPG ability but doesn't play out well in shooters. It function in pvp as an anti shield move and a good counter to scorch. It'd still stay balanced in the pvp melee fights as the 2nd hit would take the same time to strike as 2 regular hits which would kill a non shielded enemy anyway. So the time to kill would only be decreased against shielded enemies. The time delay on the big part of the damage would also keep it from being an easy super killer as arc blade would only need one shot, nova and havoc are too fast, GG is killed my 2 melees anyway, bubble Titans will probably have a shoty, and radiance should either 1 shot or be able to win on a first strike. In pve this will serve as a means to combat stronger enemies in CQC, granted you'll probably need to sneak up on them at higher difficulty. But the blade dancer needs more style and lethal capability for its knife skills outside the super.

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