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Edited by AlTrio: 1/10/2015 9:31:12 PM
1
If Bladedancer had the same orb production as other supers it'd be far too easy to make them. Striker and Voidwalker are both limited to hitting enemies within a certain radius, they need enemies to be grouped together to make a lot of orbs. If the Defender didn't get perks to increase orb production it would be fairly horrible for orbs, it's still not fantastic with the perks. Sunsinger doesn't depend on enemies being grouped quite so much, but they're limited by how much damage they can actually do in the super. Heart of Praxic fire does help with that a little bit. Gunslinger is limited to 3-4 shots, so they really don't generate much unless focused entirely on Majors/Ultras. Then you have Bladedancer. A high damage super that can individually target enemies and roam around freely, killing everything in its path. It even has perks to make it slightly more AoE. In the hands of a semi-decent player they'd be generating maximum orbs every super without the limitation. As it stands, it's easily possible to generate a lot of orbs if you pick your crowd right, like Strikers and Voidwalkers have to. Of course, every class has an exotic that increases orb generation. If you find that you're not making enough, I'd suggest trying it on. Otherwise, Bladedancers are fine the way they are.
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  • I understand what you're saying but the amount of kills you'd need to produce the same amount of orbs as other classes isn't realistic. Also killing a major doesn't produce the same amount. The gunslinger will produce 4 orbs on a major kill but bladedancer only 2 - even though it takes the whole of the super to kill it !

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