JavaScript is required to use Bungie.net

Service Alert
Destiny 2 will be temporarily offline tomorrow for scheduled maintenance. Please stay tuned to @BungieHelp for updates.

Destiny 2

Discuss all things Destiny 2.
8/25/2022 3:00:53 PM
23
181
Link

Chaos reach and Geomag buff/rework

This is genuine feedback on arc warlock. It has its benefits and negatives but is definitely being held back by chaos reach falling behind and seeing no changes. Arc soul is also still a disappointment in pve (especially end game) but that’s another topic for a different day. Here is what I think about chaos and geomags: [u]Here are the problems With chaos reach right now:[/u] - Geomags are a requirement to compete with other supers. - same cool-down as storm makes no sense. - it’s unfun on controller due to its slow aiming unlike mnk that can whip it around easily (yes this is actually a thing that’s not fixed lmao) [u]Here are the problems with geomags:[/u] - they have 1 perk and no real use past that - that one perk is a crutch for chaos reach in pve [u]Potential fixes/ ideas to balance the super+exotic:[/u] - add a new bonus perk to geomags. Something that increases super gained in some way without breaking the game. Possibly adding super back based on damage or increased super gained from ionic traces. - buff base chaos so geomags don’t seem like a requirement. Base damage increase, duration increase or cool-down buff could help. Probably not all 3 but something so im not tied to an exotic. - fix slow aim on controller and match its functionality with mnk so its not better on one input.

Posting in language:

 

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

  • In comparson to Stormcaller+Crown of tempest,, geomag+Chaos is completely useless.

    Posting in language:

     

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

  • Edited by Gunship: 8/29/2022 1:49:50 AM
    [quote]This is genuine feedback on arc warlock. It has its benefits and negatives but is definitely being held back by chaos reach falling behind and seeing no changes. Arc soul is also still a disappointment in pve (especially end game) but that’s another topic for a different day. Here is what I think about chaos and geomags: [u]Here are the problems With chaos reach right now:[/u] - Geomags are a requirement to compete with other supers. - same cool-down as storm makes no sense. - it’s unfun on controller due to its slow aiming unlike mnk that can whip it around easily (yes this is actually a thing that’s not fixed lmao) [u]Here are the problems with geomags:[/u] - they have 1 perk and no real use past that - that one perk is a crutch for chaos reach in pve [u]Potential fixes/ ideas to balance the super+exotic:[/u] - add a new bonus perk to geomags. Something that increases super gained in some way without breaking the game. Possibly adding super back based on damage or increased super gained from ionic traces. - buff base chaos so geomags don’t seem like a requirement. Base damage increase, duration increase or cool-down buff could help. Probably not all 3 but something so im not tied to an exotic. - fix slow aim on controller and match its functionality with mnk so its not better on one input.[/quote] I agree. Warlock main btw. Did Arc soul get nerfed? I feel like it used to target [i]any[/i] enemy, not just those [i]in front of you.[/i] But I'm not certain, its been soo long since I used Arc. [i]Gunship[/i]

    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
    • The only thing Chaos Reach needs is a damage buff when Amplified. That's 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
      • Buff storm caller dammage

        Posting in language:

         

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

      • How do ya think hunters feel with blight ranger 🤣 🗑

        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
        • Damaging targets with Chaos Reach extends its duration [i]and damage. Sprinting while amplified generates a small amount of super energy.[/i] Have the damage ramp up to 100% increase based on duration. Limit super generation to 50% or it's pre-nerf state (final 10%) but still require amplification to make it more difficult in PvP.

          Posting in language:

           

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

          8 Replies
          • Geomags should do what it does now but ramp up the damage (as long as you're on target)

            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
            • [i][b]Chaos Well[/b][/i] Place down a big electrified Arc Well things that empowers team mates and makes everyone Jolt everything and ummm, oh it ads an overshield and a big resilience buff to everyone too. There I fixed Arclock. You're welcome. (repeat after me: Melting bosses in PVE is not your role. melting bosses in PVE is not your role)

              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
              • You left out the part about how the name of the Geomag's perk makes absolutely zero sense now since the Geomag nerf...

                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
                • Bungie lacks the skills or ability to retune the entire kit because the jealous warlock community is sad they're stuck on add clear and not big d!ck damage. Only part of buffing Chaos I'd like to see; turn it into an instant cast super laser blast, and buff it by X% when amplified. Not this run for 10 minutes for an extra 100% damage and duration bullsh!t. Then, fully revert the Geomags nerf. That's all it needs. You'll get your increased Chaos damage, your heavy weapon spam, and more supers frequently. If the pvpers are going to cry, which they do anyway, nerf the super regen in pvp ONLY.

                  Posting in language:

                   

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

                • Geomags just need to restore super energy from Ionic traces. It will give the super alot more synergy because choas reach NEEDS a shorter cooldown.

                  Posting in language:

                   

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

                • I’m digging this maybe give it a power boost like nighthawk where the chaos reach is amp and if you hit it while amplified it gets way stronger for boss dps

                  Posting in language:

                   

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

                • I’d like to see numbers of a non geomag chaos reach. In comparison to other supers

                  Posting in language:

                   

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

                • Geomags can keep the extended super but I think it's extra effect should be giving an extra bit of burst damage when you deactivate. This way you're given a choice, either sit for full 8 seconds to get the absolute last drop of damage out of the super, or turn it off early so you can still do some DPS with your guns. Chaos Reach at base should do increased damage in the first 2 or maybe even 3 seconds. With a small ramp up of damage for the remaining time. Both of these changes are to encourage use of flex play which IMO is what the super was designed for to begin with. I'd be fine with other buffs as well besides these ones. Just as long as they play into the fantasy of choosing between canceling and running the full duration. Making it do insanely more damage overtime just forces it to be compared to one and done supers which I don't think should ever happen. Not to mention it would be incredibly boring to just ignore the cancelation aspect of the super.

                  Posting in language:

                   

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

                • Need bring back Sprinting tops it off for PvE but not PvP

                  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
                  • I love the idea of having ionic traces giving you more super but I think that would conflict with the new warlock exotic helm a little bit too much I think replacing the secondary perk of it with making the sprint speed boost from amplify instant would be pretty neat if the in super effect got amped up

                    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
                    • Edited by hate n payne: 8/26/2022 11:00:41 AM
                      Just make it into a Dragon that roams the battlefield seeking to annihilate everything or turn it into a different shutdown super. This is why each subclass needs a shutdown, support and roaming super.

                      Posting in language:

                       

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

                    • Compete is strong word. In YouTube testing you it still falls behind multiple other supers and takes twice as long compared to. Blades Gathering storm Yeet It’s silly the warlocks have no viability outside of place well down.

                      Posting in language:

                       

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

                    • I think geomags could go back to what it was + a dmg increase + a cooldown decrease as same as other shutdown super. Trials nerfed Geomags, but trials changed so much, it’s way fester game mod with capture points. We could give it a try

                      Posting in language:

                       

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

                    • If it ramped up damage the longer you hit a target I think it would be fine. I actually don’t like that Geomags extends the duration because DPS is becoming more important than sustained damage. Geomags could increase ramp up rate.

                      Posting in language:

                       

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

                    • Here’s my idea for both Geomags and regular. Geomags: - Damaging enemies with Chaos Reach extends its duration. Arc Souls you pick up grant additional Super Energy (increase from 2% to 4%. This is equivalent to the bonus given by the new helmet but just for Super energy). Electrostatic Mind: - While Amplified, casting your super jolts nearby targets. Chaos Reach in general: - When Cast while amplified, damage escalates while landing hits without missing. The ramp-up would be pretty small, but could be balanced to give enough of a boost to be worth it. With Geomags, damage would be balanced to be very high if all shots were to land. Higher total damage than thundercrash with cuirass, but lower DPS. Idk, just a thought I had.

                      Posting in language:

                       

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

                    • How about this: Buff base Chaos Reach damage to match the damage Geomags currently provides Rework Geomags to increase the amount of super energy saved when Chaos Reach is cancelled. Also, when a target is killed by Chaos reach, it creates a blinding explosion (explosion only blinds, deals no damage) and amplifies you.

                      Posting in language:

                       

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

                      3 Replies
                      • Have the super gain damage as it stays on a single target maybe? And GeoMags will extend that even more and have even more DPS. They gotta do something cause it last so long but isn't worth the time it takes to do 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
                        You are not allowed to view this content.
                        ;
                        preload icon
                        preload icon
                        preload icon