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Destiny 2

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Edited by S3ndh8mail: 2/27/2019 3:35:13 AM
6

Tether needs a PvP buff. What should Bungie do?

Leave subclass as is

3

Buff Vanish in Smoke cooldown

1

Buff Shadowshot base movement speed

1

Cut Shadowshot casting time

10

Auto-tether on direct hits

16

Other

7

Way of the Pathfinder and way of the trapper have the potential to compete with Wraith Nightsalkers if there could be just some minor tweaks. Way of the Pathfinder is the only real Hunter support subclass, but the cooldown for Vanish in Smoke is atrocious in PvP. Gamblers dodge helps, but the subclass's main strengths are the double-duration grenades and the Vanish in Smoke ability, making your entire team invisible. Paired with a Grace warlock's healing grenade, this has the potential to make a team very deadly, but the cooldown is so infuriatingly slow that I've seen maybe three people run the subclass. Way of the Trapper's neutral game is fine the way it is, but the super is inferior to other shutdown supers in PvP. Tether should only have a delayed prock when it's not a direct hit. Direct hits with Shadowshot (and Moebius Quiver) should immediately tether an enemy. This would make the super competitive with other shutdown supers, like Blade Barrage, Code of the Missile and Nova Bomb. The other problem with Shadowshot in PvP is the casting time. You have drastically reduced movement while casting, and the animation leaves you exposed long enough to get sniped mid-shot. It's nearly impossible to peek-shoot for direct hits, so the bottom-tree version (which could absolutely slay if it shot even half a second quicker) can usually only get a few shots off before either all the enemies disengage (which is relatively easy, given the utter lack of tether radius) or teamshot you immediately. If Bungie made tether auto-prock on direct hits, reduced Vanish in Smoke cooldown in PvP and reduced the time it took to shoot shadowshot/buffed movement to make it a viable peek-shot super (think of the movement buffs every other roaming super gets) it would be viable in competitive.

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    There are 2 changes it needs. Once someone is tethered it needs to INSTANTLY remove them from their super. Not 1-3 seconds later. There are far too many times where I cast it in front of the spectral blades and they get tethered on the far side of the AoE, Spam melees all the way to the other side, kill me, kill 2 of my teammates. Then while dead I see the tether effect remove their super. I don't care how the peer-to-peer shit server delay makes their super feel. Whether or not they were tethered on their screen should have no effect. Kills are controlled on the client side, so when you shoot someone on your screen they die, even if on their screen they were behind cover. This is true for super kills as well. This doesn't seem to be the case with the tether, which is why there seems to be such a random amount of delay on when people are actually effected by the tether, even when they have been tethered on my screen for a full second or two. This needs to change, and the tether should be controlled by my client. I don't care how bad it makes other peoples super 'feel'. It is a shutdown super, it should be able to do it's job. The other change that needs to be made is minor, but also one if the biggest deals in the game. If I tether someone, and then kill them while they are tethered, it NEEDS to count as a super kill towards things like the get x amount of super kills bounties.

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