"Bladedancer got smacked" = you're a blink scrub that spams your melee when you activate arc blade. Much like the changes to the warlock all Bungie did was limit crutches. God forbid you actually have to be good to excel at something.
- day 1 hunter
English
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No, I'm a gunslinger, you tool. -Also a day 1 hunter
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Oh, well then in that case, you're totally right. Not being able to effortlessly 1 shot with both your melee and grenade ability is a compete travesty. No other class can do it either. It's called balance for a reason.
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Oh, and by the way: Sunsinger fusion grenade.
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1. It's a grenade with the intention of being a sticky. 2. The warlock is a class, especially sunsinger, that was made specifically for strong grenade play. 3. Okay then even less reason to complain; nothing has changed in regards to the knife.
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1. It's grenade 1-shots, but mine can't? I would be okay if they just took off sticking, but nerfing damage? It literally is one blast, if it's a trap then it very should be able to kill. Also, if incendiary grenade wasn't even a problem, why did it get nerfed, let alone stealth nerfed? 2. When Thorn was OP, they nerfed the DoT. When Incendiary Blade is OP, they nerf the knife damage. Bungie logic fail.
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Classes are supposed to be different. If you want a 1 shot kill grenade play warlock or use a flux. Throwing knife and the thorn aren't comparable. You could spam thorn nonstop and refresh the dot. Throwing knife you get 2 at best in which case the dot is irrelevant anyways. I see where you're coming from I really do, but the bigger picture is that this patch was an enormous step in the right direction towards class balance.
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My grenade is a TRAP. You should be punished for walking into the giant -blam!-ing red strobe light by death. If THE VANGUARD is afraid of tripmines, they should kill.
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The word trap isn't synonymous with lethal... matter of fact, more often than not traps are non lethal. At the very most they severely harm, but don't kill. Which is exactly what it does.
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Pretty sure DoT and DoT are comparable
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You're right bud they are. Except for the fact that one could be used numerous times while the other is an optional perk. If you want to balance knives as a whole you don't change 1 out of its 3 perks. You change the base ability.
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But they changed circle of life. Knife juggler isn't op. So why change the knife itself?
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Circle of life was about recovery and extended golden gun time. Had absolutely nothing to do with the lethality of the knife.
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So they changed it to be good. Why not change incendiary blade to be not so good?
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That's exactly what they did. If you don't know then you won't know. Have a nice day.
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Did you even read the patch notes? They nerfed knife damage, not incendiary blade DoT. So, [quote]if you don't know, you won't know.[/quote]
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And as I already said the issue had nothing to do with the knife dot, Bungie felt that knife base dmg wasn't in line so why would the change a dot perk to compensate for it??? You're the one who brought up the irrelevance of dots.
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The issue had everything to do with the DoT. The problem was with incendiary blade. That does DoT. Therefore, they should have nerfed incendiary blade DoT.
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THATS WHAT IM TRYING TO TELL YOU. Why do you think I said thorn and knife "nerfs" aren't comparable? One's a damage change and one's a dot change. This isn't difficult to understand.
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What I'm saying is that they SHOULD have changed the DoT. They didn't. Hence, my point.
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Right change the dot to balance base damage. Great suggestion. While we're at it why don't we lower super energy to compensate for grenade recharge, or maybe reduce jump height to raise our mobility. Apples to oranges.
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Let me give you an example. 157 (base precision damage) plus (7*5) (DoT for 5 ticks) equals 192. Less than the amount needed to kill most guardians (200). If they nerfed DoT to even 5, it wouldn't be enough to kill any guardian. So, want to claim base damage needed a fix? All melees do 122 (even a body hit with throwing knife), so I don't see your point.
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You aren't taking into account that a throwing knife is an instant toss from any distance that you are comfortable with. Why should a knife hit as hard as a melee when I don't have to get in your face to use it?
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Void Walker: health regeneration, extra super energy Sunsinger: DoT, Shield, explosion Nightstalkers: movement suppression smoke, may poison or make you go invisible Bladedancers: invisible on hit, health regen, one shot from behind Sunbreakers: fire DoT in a radius, weakening burn, explosion? Defender: over shield with extra perks Striker: instant recharge on kill (maybe), idk what the other perks do Stormtrance: if hit, one shot, electrocutes others Gunslingers: DoT, more super energy on kill, extra knife on precision kill. But somehow our melee is OP.
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It wasn't OP it was slightly out of line with others. With the new sunsinger melee shield change I'd say they're all pretty damn even now. The only thing I can't vouch for is stormcaller as I've never really played it. . . Is balance not the goal?
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No, it wasn't. They nerfed a Sunsinger melee PERK, but they nerfed the entire God -blam!- gunslinger melee, instead of the problem perk.