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10/3/2018 10:47:08 AM
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As I explained to the other individual: It would be massively overpowered if otherwise. It's a long range, practically insta-kill superweapon. I've killed seven taken thrall, one of them a major, spawned three orbs and deactivated to have 10% of my super already there. No. It's working as intended and WE do not need it increased at all.
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  • Edited by RogueGarnet: 10/3/2018 3:24:40 PM
    So if it gives you next to nothing, why is it part of the Super at all? You're not making sense. I get that you don't want it to be OP in crucible, but the super is the only redeeming factor of the subclass. Also, [i]"I've killed seven taken thrall, one of them a major, spawned three orbs and deactivated to have 10% of my super already there."[/i] I'm not sure what your point is there. Having a super that literally wastes 90% of it's charge on a single activation doesn't seem like a good feature at all to me. What I mean to say is, if you plan on returning nothing at all with a regular early deactivation(50%, for example) why make it a feature at all? I don't understand why people should be looking to use as short a burst of ult as they can only to get a meager reward. It doesn't make sense at all. I'd rather have an extra perk on that slot than having the deactivation thing, if the deactivation recovery is shit.

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  • [quote]So if it gives you next to nothing, why is it part of the Super at all? You're not making sense.[/quote] If you can't figure out unlimited supers for a single class then you need to get off Destiny and go study more. This is not going to happen. 15% or lower based on scales of 90%, 80%, ect. is far fairer than anything I would give. Asking for more is asking for warlocks to be the current meta in PVP. No. Balance all the subclasses. If a super is going to be given storage energy? Then you will need to give it to at least 1 of the titan and hunter subclasses.

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  • Unlimited super is not what I'm talking about, but keep thinking, who knows, your brain may actually start working at some point. Especially since both titans and hunters have exotics that allow them to recover much more super energy out of using their ults to the end, instead of deactivating early. But don't worry, I won't pop your echo bubble

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  • [quote]Unlimited super is not what I'm talking about, but keep thinking, who knows, your brain may actually start working at some point.[/quote] Kiddo, your expected... not requested... expected to know what you are talking about. If you do not wish to see the benefits of a subclass like the energy refill off of a kill? Then your not going to get it when the more important topics of how much super energy should we get back come up. Go talk about it with your buddies around the lunch table. It's not going to happen and I'll call it now: If Bungie were to implement such a thing? More warlocks would be present just to have unlimited supers then otherwise.

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  • From 2.1.1.1 patch notes. [quote]Tuned Chaos Reach’s deactivation cost so that it consistently retains Super energy from deactivating early. Previously, Chaos Reach allowed Players to save Super energy when deactivating the Super early by charging a flat Super energy cost upon deactivation (~65%). This meant that in order to save Super energy, you’d have to deactivate within the first second or so of the Super’s duration. With this change, Chaos Reach’s deactivation will now always save you some Super energy. Deactivating the Super is no longer a flat energy cost but, rather, now works on a curve. The intention is to reward players for skillfully timing their deactivation.[/quote] Oops, apparently it happened. Also, apparently my buddies around the lunch table are Bungie devs. P.S: [b][i]You're[/i][/b] expected to know when to write your and you're. Also, you're expected to know what you're talking about.

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  • Super only redeeming factor? Bruh...the melee is 10x the range of any other melee. You can chaperone bodyshot + use that melee. And you can get arc traces from any nearby kill that recharge all your abilities.

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  • Not all nearby kills, also, IMO warlocks shouldn't have melee abilities, and have other ranged abilities in the slot like this one. I don't know why the space mage has to have a melee ability

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  • If you think about it, it is magic. It’s not a physical touch but it’s also not really ranged. I bet you can’t physically injure someone without another device(like a compressor) attached to your back, but you can knife someone or punch them. That’d also possibly put all classes at somewhat of a disadvantage. What i mean is that if a warlock had a range ability that worked like a melee, always castable, they’d kill the other classes before they could get into melee range. And if titans and hunters were in melee range of a warlock, the warlock could die. The warlock ability is more of a less powerful psion mindslap. The ability would probably be an extended melee anyways. But no melee meaning no close range attack ability would be a detriment to the Warlocks.

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  • I use the super in pvp and its pretty good i dont mind that i stop it early after a single kill if only one enemy is there so i dont get sniped plus it does have range fall off kinda sucks but i get it its not supposed to kill at extremely long ranges i think its good use crown of tempest too charges your super a bir faster

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  • This doesnt make sense lmao. When you cancel the super at anthing less than 75%, you get literally nothing back

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  • Edited by PhNx Hellfire: 10/3/2018 3:27:01 PM
    Because if you do that? Keep unused energy? You essentially have unlimited supers. Supers don't work like that. You should not be keeping 90% of the super just because you only use 10%. You could literally activate it for each individual kill at that point. It would make it more broken then quite literally all other supers. We already have a sleeper issue to deal with. We don't need a warlock one as well.

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  • Don't think he said keep all unused. Just half of all unused. Yes keeping all unused energy would be over powered but 50% of unused means a person burns through 10% that means 90% is unused then deactivating it would leave only 45%. Of course combined with if you die mid super you lose everything and with how quickly it burns through super that would be with almost perfect deactivation.

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  • [quote]Don't think he said keep all unused. Just half of all unused.[/quote] Way too much. Either use your super at the right time or the warlock subclass will be the only useful subclass due to the range + 50% of their super back. Bungie hit this one right. You shouldn't be using your super willy nilly like this in the first place. Use it at the right moment or risk losing the match.

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  • Really not seeing that considering I've had people survive getting hit by it a bit and have survived being hit by it a bit aswell vs a golden gun cross map killing people with one shot. Then you have feathers that can stop it in its tracks making the person lose it all or nova warping dodging it to one hit the person. New sentinel titan that can take no damage from basically anything in front of them. Still ways to counter it in there

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  • The golden gun loses it at the very end. No storage whatsoever. Same with the titan subclasses. Warlocks element of control here is that you are barely closing the valve in time. You lose a lot in the transfer, but you get to keep some.

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  • Golden gun also Insta kills and let's the user move around a great deal more aswell for it leaving none after using. New sentinel attunement also has plenty of energy after blocking an entire chaos reach to then go and do other stuff. Honestly would agree the current one is plenty if it did Insta kill like golden gun or have some form of protection like that one. Also would agree if we had an exotic to help save more super energy with what seems like a majority of others getting items to give energy back based on so and so thing.

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  • I think the new Titan exotic gives you back most of you bannershield energy when getting shot by one enemy a few times. Is that op?

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  • Yeah feel like that is just gonna make people say "well you need an exotic then to do that". I honestly like the super for the most part when I'm not getting some invisible wall blocking my beam but then again I tend to mainly just use it to shut down some roaming supers since even a direct hit rocket doesn't seem to do that always.

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  • Considering I don’t know what exotic you are referring to and I haven’t verified it myself? I’m a bad person to ask regarding that.

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  • Edited by SirBagsAlot-_-: 10/3/2018 3:39:43 PM
    The super lasts about 6 seconds. Yes it does high single target damage. But whats the point of the perk if it doesnt do anything No ones asking for 90% of the super to stay. But NOTHING when we cancel it? Thats just senial Every other supers Perk does something and actually works

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