Disagree. Titans have the strongest melee damage wise. (pergrine greaves makes shoulder charge one hit virtually anything) defender has force barrier which can now be triggered on shotgun kills and made to last super long re charge itself AND be stronger. and sunbreaker has thermal vent i think is the name. that gives your melee back to full on a melee kill and this with cautorize means you basically have a built in health on demand melee just with terrible range.
Hunters have hungering blade for melee's+ fast twitch making you have a melee with the range nearly of a warlock melee range that heals you when you need it. back stab also exists to one hit normal players and it procs everywhere besides the direct front. Agility is very underrated.
You can tap warlock jumps in a way to psudeo skate around. Ability spam is their design. and warlocks typically come with the strongest single perks in the game on an individual basis just look at the storm caller tree. tons of those perks either pull from an exotic armor or are similar to another classes ability I.E landfall being a mini fist of havoc.
tbh the only 2 classes I feel that struggle at the moment is blade dancer in the super department and sun singer in general.
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let me just put this into perspective drop the whole exotic part of abilitys [u]hunters[/u] [b]GoldenGun = throwing knife [/b] [i]- its great for long distances and burns people, hell you can even have 2 problem is the lack of damage to targets outside of PVP. while the ability is nice its not really built for anything outside of crucible.[/i] [b]BladeDancer = blink strike[/b] [i]- great for getting a little more range out of a standard hunter melee fast twitch amazing for PVP, but again for PVE not so grand....same goes for back stab, and going invisible for a melee is nice but its not really any better than the rest for PVE outside of select instances.[/i] [b]NightStalker = smoke grenade[/b] [i]- this by far was a complete dynamic change great for a lot of different things however i feel as if they limited its use to avoid issues in PVP, which is not the right mindset to have critically gimping what could have been a great melee ability in both PVP and PVE. going invisible with smoke is great but the duration is trash by normal means envenomed also feels like it was built for the smoke in the first place but was cut due to PVP trouble.[/i] [u]Titan [/u] [b]SunBreaker = sun strike[/b] the melee is simple and to the point melting point weakens enemies by 55% great perk works well in PVP and PVE but it does not proc with hammers further limiting its use to personal at best, thermal vent while nice seems to be misplaced as it seems like an exotic perk more than a subclass ability, why choose this over melting point i'll never know, stoke the forge is just a copy paste perk built to take the place of where a better perk could have gone its use is simple but effective nothing else to say. [b]Striker = storm fist[/b] i dont want to talk about these melee ability's if your not using shoulder charge striker aint worth it also the other perks dont scream pick me over shoulder charge either....... [b]Defender = disintegrate [/b] war machine is great but the drawback is there is no real benefit other than weapons which can be both good and bad for PVP its not needed for PVE not really my first choice either, gift of light is RNG punch orbs when active, unbreakable by far is what most people want, problem is you only get it on a kill so in emergency's for both PVP and PVE its your go too.... [i] to not go onto warlock and make this any longer than it need to here is it simply put all these classes are limited by PVP for what could be interesting perks[/i]
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~throwing knife is not strong. But like the rest of the class it's meant to compliment your gunplay. Not override it. I use throwing knifes to keep my stacks up if i'm reloading or to finish off a target if I need to reload. and the flaming knife is good for keeping somethings shield down or if you want to do a bit of extra damage on a boss. ~Meleeing for invisibility is amazing for pve if you time it just right so that the enemy doesn't auto melee back. Really the only way to play a BD in pve is to spec for full invis. as you'd have several ways of going invisible. which is good for getting out of trouble, resing, capping mines, getting ammo safely, and getting into positions safely. You are right that the melee isn't amazing for pve. It's when it's in combination with the rest of the class. ~They didn't nerf smoke nades though. and it lasts plenty long. both the nades and smokes are not designed to be direct killers. they are designed for controlling points and zoning the enemy. I'm literally the worst thing with 2 smoke nades and a fast recharging grenade. Drop a smoke on a flag so they can't leave then leave a nade to DoT death them. ~Melting point doesn't make a huge difference in pvp because of how fast TTK already is. stoke the forge is the pvp option. and thermal vent is nice because it transfers the full melee damage to anyone caught in the explosion and then leaves them with the full DoT duration. I'd use this more often if the other 2 options were not better by miles. ~unfortunately I agree here. should charge is the way to go. the only notable melee option besides it is a good reduction to your super if you land a melee kill. Unfortunately that doesn't proc with shoulder charge. ~war machine increases your reload speed faster then anything else in the game. your raise and drop times are also pretty damn fast. and your weapon swap time is also decreased by a ton. it's good in both pvp and pve. and as I mentioned you can trigger force barrier with shotguns now.
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while all these are great arguments are great it just shows how basic the classes really are no diversity ya know, all of them have their go to for PVP and PVE destroying individual choice and power. technically the hunter grenades are pretty good however remember with out exotics and a high discipline and strength your going to be down tools to fight with for a bit. no hate by the way i enjoy discussions such as these, they need to be talked about.
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I just wish sunsinger was more of a support class
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Remove self rez and problem solved
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same honestly. it's why I initially chose it over void walker.
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If you want to use sunsinger as a support class, you can run song of flame to help reduce teammates' grenade melee and super cooldown times.
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imo song of flame should be apart of the ability by default.
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Depending on the fireteam I'm with determines if I use radiant skin or song of flame. But song of flame is its one support ability